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Showing 31 to 45 of 115 results Save | Export
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Khan, Subhan; Jaffery, Mujtaba Hussain; Hanif, Athar; Asif, Muhammad Rizwan – IEEE Transactions on Education, 2017
This paper presents a MATLAB-based application to teach the guidance, navigation, and control concepts of a quadrotor to undergraduate students, using a graphical user interface (GUI) and 3-D animations. The Simulink quadrotor model is controlled by a proportional integral derivative controller and a linear quadratic regulator controller. The GUI…
Descriptors: Undergraduate Students, Animation, Teaching Methods, Educational Technology
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Tan, Qing; Chang, William; Kinshuk – Electronic Journal of e-Learning, 2015
AR technology can be considered as mainly consisting of two aspects: identification of real-world object and display of computer-generated digital contents related the identified real-world object. The technical challenge of mobile AR is to identify the real-world object that mobile device's camera aim at. In this paper, we will present a…
Descriptors: Educational Technology, Telecommunications, Simulated Environment, Computer Simulation
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Chang, Maiga, Ed.; Li, Yanyan, Ed. – Lecture Notes in Educational Technology, 2015
This book addresses main issues concerned with the future learning, learning and academic analytics, virtual world and smart user interface, and mobile learning. This book gathers the newest research results of smart learning environments from the aspects of learning, pedagogies, and technologies in learning. It examines the advances in technology…
Descriptors: Technology Uses in Education, Electronic Learning, Learning Analytics, Computer Simulation
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Ras, Eric; Krkovic, Katarina; Greiff, Samuel; Tobias, Eric; Maquil, Valérie – Turkish Online Journal of Educational Technology - TOJET, 2014
The research on the assessment of collaborative problem solving (ColPS), as one crucial 21st Century Skill, is still in its beginnings. Using Tangible User Interfaces (TUI) for this purpose has only been marginally investigated in technology-based assessment. Our first empirical studies focused on light-weight performance measurements, usability,…
Descriptors: Problem Solving, Computer Interfaces, Evaluation, Structural Equation Models
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Lo, Chi-Hung – EURASIA Journal of Mathematics, Science & Technology Education, 2016
Based on the characteristic feature parameterization and the superiority evaluation method (SEM) in extension engineering, a product-shape design method was proposed in this study. The first step of this method is to decompose the basic feature components of a product. After that, the morphological chart method is used to segregate the ideas so as…
Descriptors: Vocabulary, Computer Simulation, Engineering, Morphology (Languages)
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Jagodzinski, Piotr; Wolski, Robert – Journal of Science Education and Technology, 2015
Natural User Interfaces (NUI) are now widely used in electronic devices such as smartphones, tablets and gaming consoles. We have tried to apply this technology in the teaching of chemistry in middle school and high school. A virtual chemical laboratory was developed in which students can simulate the performance of laboratory activities similar…
Descriptors: Computer Simulation, Virtual Classrooms, Science Laboratories, Computer Interfaces
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Martin-SanJose, Juan-Fernando; Juan, M. -Carmen; Mollá, Ramón; Vivó, Roberto – Interactive Learning Environments, 2017
Advanced displays and natural user interfaces (NUI) are a very suitable combination for developing systems to provide an enhanced and richer user experience. This combination can be appropriate in several fields and has not been extensively exploited. One of the fields that this combination is especially suitable for is education. Nowadays,…
Descriptors: Computer Interfaces, Visual Aids, Teaching Methods, Computer Games
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Zabunov, Svetoslav S. – European Journal of Physics Education, 2013
The current paper aims at presenting a modern e-learning method and tool that is utilized in teaching physics in the universities. An online stereo 3D simulation is used for e-learning mechanics and specifically the teaching of spherical pendulum as part of the General Physics course for students in the universities. This approach was realized on…
Descriptors: Electronic Learning, Computer Simulation, College Science, Science Instruction
Sameh, Ahmed – International Association for Development of the Information Society, 2013
Providing a Conversional, Animated Qur'an Memorizer on modern smart phones will allow young generation technology savvies to be able to immerse themselves inside Qur'an and its sciences. Using technological means to deal with Qur'an and its sciences is at the focus of attention of the Noor Center in Taibah University. In this project we use the…
Descriptors: Foreign Countries, Electronic Learning, Handheld Devices, Telecommunications
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Yang, Yuting; Kang, Houliang – Engineering Design Graphics Journal, 2014
Three Dimensional or 3D virtual reality has become increasingly popular in many areas, especially in building a digital campus. This paper introduces a virtual campus, which is based on a 3D model of The Tourism and Culture College of Yunnan University (TCYU). Production of the virtual campus was aided by Human Factor and Ergonomics (HF&E), an…
Descriptors: Virtual Classrooms, Human Factors Engineering, Campuses, Computer Software
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Ng, Vincent; Tang, Zoe – Electronic Journal of e-Learning, 2012
In teaching software engineering, it is often interesting to introduce real life scenarios for students to experience and to learn how to collect information from respective clients. The ideal arrangement is to have some real clients willing to spend time to provide their ideas of a target system through interviews. However, this arrangement…
Descriptors: Student Projects, Computer Software, Computer Interfaces, Engineering
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Kumara, W. G. C. W.; Wattanachote, Kanoksak; Battulga, Batbaatar; Shih, Timothy K.; Hwang, Wu-Yuin – International Journal of Distance Education Technologies, 2015
With the advancements of the human computer interaction field, nowadays it is possible for the users to use their body motions, such as swiping, pushing and moving, to interact with the content of computers or smart phones without traditional input devices like mouse and keyboard. With the introduction of gesture-based interface Kinect from…
Descriptors: Technology Uses in Education, Evaluation Methods, Questionnaires, Man Machine Systems
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Furio, David; Gonzalez-Gancedo, Santiago; Juan, M.-Carmen; Segui, Ignacio; Costa, Maria – Computers & Education, 2013
In this paper, we present an educational game for an iPhone and a Tablet PC. The main objective of the game was to reinforce children's knowledge about the water cycle. The game included different interaction forms like the touch screen and the accelerometer and combined AR mini-games with non-AR mini-games for better gameplay immersion. The main…
Descriptors: Computer Interfaces, Handheld Devices, Educational Games, Computer Games
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Minovic, Miroslav; Milovanovic, Milos; Minovic, Jelena; Starcevic, Dusan – International Journal of Distance Education Technologies, 2012
The authors present a learning platform based on a computer game. Learning games combine two industries: education and entertainment, which is often called "Edutainment." The game is realized as a strategic game (similar to Risk[TM]), implemented as a module for Moodle CMS, utilizing Java Applet technology. Moodle is an open-source course…
Descriptors: Educational Games, Computer Games, Web Browsers, Computer Interfaces
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Mendoza-Gonzalez, Ricardo, Ed. – IGI Global, 2016
In today's society, educational opportunities have evolved beyond the traditional classroom setting. Most universities have implemented virtual learning environments in an effort to provide more opportunities for potential or current students seeking alternative and more affordable learning solutions. "User-Centered Design Strategies for…
Descriptors: Online Courses, Curriculum Design, Virtual Classrooms, Best Practices
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