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Showing 1 to 15 of 26 results Save | Export
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Mikko Hyttinen; Jarkko Suhonen – International Journal of Technology in Education and Science, 2023
This case study outlines the development and utilization of a Mobile Augmented Reality (MAR) application to teach an asynchronous online lesson on e-commerce. The MAR technology was leveraged primarily to enhance the presentation of online learning materials, add interactivity to the learning process, and enable students to access the lesson from…
Descriptors: Electronic Learning, Asynchronous Communication, Physical Environment, Simulated Environment
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Frisby, Brandi N.; Kaufmann, Renee; Vallade, Jessalyn I.; Frey, T. Kody; Martin, Joe C. – Basic Communication Course Annual, 2020
Basic communication courses (BCCs) are evolving, and technology is a driver of this change. Guided by self-efficacy theory, this study examined the use of virtual reality speaking rehearsals as one technology that instructors can adopt to enhance students' public speaking efficacy. Students (N = 32) in this study practiced their final informative…
Descriptors: Introductory Courses, Handheld Devices, Computer Software, Simulated Environment
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Ilic, Milena P.; Paun, Dan; Popovic Ševic, Nevenka; Hadžic, Aleksandra; Jianu, Anca – Education Sciences, 2021
Higher education in the Republic of Serbia needs to be reformed. This paper presents a performance analysis of the changes that the authors assume are mandatory, presenting the research problem this article addresses. Cabinet research, performed by analyzing the theoretical building blocks of available knowledge and experience, is underway.…
Descriptors: Foreign Countries, Higher Education, Needs Assessment, Educational Change
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Parong, Jocelyn; Mayer, Richard E. – Journal of Educational Psychology, 2018
The goals of the study were (a) to compare the instructional effectiveness of immersive virtual reality (VR) versus a desktop slideshow as media for teaching scientific knowledge, and (b) to examine the efficacy of adding a generative learning strategy to a VR lesson. In Experiment 1, college students viewed a biology lesson about how the human…
Descriptors: Science Instruction, Simulated Environment, Computer Simulation, Educational Technology
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Lau, Kung Wong; Kan, Chi Wai; Lee, Pui Yuen – International Journal of Information and Learning Technology, 2017
Purpose: The purpose of this paper is to discuss the use of stereoscopic virtual technology in textile and fashion studies in particular to the area of chemical experiment. The development of a designed virtual platform, called Stereoscopic Chemical Laboratory (SCL), is introduced. Design/methodology/approach: To implement the suggested…
Descriptors: Educational Technology, Technology Uses in Education, Chemistry, Simulated Environment
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Karmakar, Subrata – IEEE Transactions on Education, 2017
Online monitoring of high-voltage (HV) equipment is a vital tool for early detection of insulation failure. Most insulation failures are caused by partial discharges (PDs) inside the HV equipment. Because of the very high cost of establishing HV equipment facility and the limitations of electromagnetic interference-screened laboratories, only a…
Descriptors: Equipment, Laboratories, Experiential Learning, Industry
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Rodriguez-Gil, Luis; García-Zubia, Javier; Orduña, Pablo; López-de-Ipiña, Diego – IEEE Transactions on Learning Technologies, 2017
Online laboratories have traditionally been split between virtual labs, with simulated components; and remote labs, with real components. The former tend to provide less realism but to be easily scalable and less expensive to maintain, while the latter are fully real but tend to require a higher maintenance effort and be more error-prone. This…
Descriptors: Educational Technology, Technology Uses in Education, Laboratories, Simulated Environment
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Corbi, Alberto; Burgos, Daniel – Electronic Journal of e-Learning, 2017
This paper presents how virtual containers enhance the implementation of STEAM (science, technology, engineering, arts, and math) subjects as Open Educational Resources (OER). The publication initially summarizes the limitations of delivering open rich learning contents and corresponding assignments to students in college level STEAM areas. The…
Descriptors: STEM Education, Art Education, Resource Units, Computer Uses in Education
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Holden, Christopher – TechTrends: Linking Research and Practice to Improve Learning, 2014
Experiments in the use of augmented reality games formerly required extensive material resources and expertise to implement above and beyond what might be possible within the usual educational contexts. Currently, the more common availability of hardware in these contexts and the existence of easy-to-use, general purpose augmented reality design…
Descriptors: Simulated Environment, Computer Simulation, Computers, Computer Software
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Burgos, Daniel; Corbí, Alberto – Distance Education, 2018
Transgenic learning is a disruptive approach in education. It encourages modification of moving parts of the educational chain. This article provides a view of transgenic learning focused on the delivery of enriched learning contents in STEAM areas. It discusses the mutagenic role that the virtual containers may play in current distance education.…
Descriptors: Foreign Countries, STEM Education, Art Education, Resource Units
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Takala, Tuukka M.; Malmi, Lauri; Pugliese, Roberto; Takala, Tapio – Informatics in Education, 2016
In this paper we present our experiences of teaching an annually organized virtual reality (VR) capstone course. We review three iterations of the course, during which a total of 45 students completed the course and 16 VR applications were implemented. Our comparative analysis describes the students' evaluation of the course, the applications…
Descriptors: Curriculum, Simulated Environment, Computer Simulation, Educational Technology
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Dickey, Michele D. – Computers & Education, 2011
During the past two decades, digital games have become an increasingly popular source of study for academics, educational researchers and instructional designers. Much has been written about the potential of games for teaching and learning, both in the design of educational/serious games and the implementation of off-the-shelf games for learning.…
Descriptors: Instructional Design, Play, Educational Games, Classroom Environment
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Essid, Joe; Wilde, Fran – EDUCAUSE Quarterly, 2011
Effective virtual simulations can embed participants in imaginary worlds. Researchers working in virtual worlds and gaming often refer to "immersion," a state in which a participant or player loses track of time and becomes one with the simulation. Immersive settings have been shown to deepen learning. Ken Hudson's work with students…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Role Playing
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Chen, Li-Chiou; Tao, Lixin – Educational Technology & Society, 2012
We have developed a tool called Secure WEb dEvelopment Teaching (SWEET) to introduce security concepts and practices for web application development. This tool provides introductory tutorials, teaching modules utilizing virtualized hands-on exercises, and project ideas in web application security. In addition, the tool provides pre-configured…
Descriptors: Internet, Computer Security, Information Security, Computer Science Education
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McArdle, Gavin; Bertolotto, Michela – Interactive Learning Environments, 2012
Today, the Internet plays a major role in distributing learning material within third level education. Multiple online facilities provide access to educational resources. While early systems relied on webpages, which acted as repositories for learning material, nowadays sophisticated online applications manage and deliver learning resources.…
Descriptors: Foreign Countries, Educational Technology, Electronic Learning, Interaction
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