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Nadav Aridan; Michal Bernstein-Eliav; Dana Gamzo; Maya Schmeidler; Niv Tik; Ido Tavor – Anatomical Sciences Education, 2024
Anatomy studies are an essential part of medical training. The study of neuroanatomy in particular presents students with a unique challenge of three-dimensional spatial understanding. Virtual Reality (VR) has been suggested to address this challenge, yet the majority of previous reports have implemented computer-generated or imaging-based models…
Descriptors: Anatomy, Neurology, Electronic Learning, Computer Simulation
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
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
Gomes Costa, Mauro Alexandre Folha; Serique Meiguins, Bianchi; Carneiro, Nikolas S.; Gonçalves Meiguins, Aruanda Simões – International Association for Development of the Information Society, 2013
This paper proposes an extension to mobile augmented reality (MAR) environments--the addition of data charts to the more usual text, image and video components. To this purpose, we have designed a client-server architecture including the main necessary modules and services to provide an Information Visualization MAR experience. The server side…
Descriptors: Technology Uses in Education, Educational Technology, Electronic Learning, Telecommunications
Borissova, Daniela; Mustakerov, Ivan – European Journal of Open, Distance and E-Learning, 2011
The Web-based e-learning can benefit from the modern multimedia tools combined with network capabilities to overcome traditional education. The objective of this paper is focused on e-training system development to improve performance of theoretical knowledge and providing ample opportunity for practical attainment of manual skills in virtual…
Descriptors: Internet, Student Costs, Web Based Instruction, Surgery
Rupp, Andre A.; Levy, Roy; Dicerbo, Kristen E.; Sweet, Shauna J.; Crawford, Aaron V.; Calico, Tiago; Benson, Martin; Fay, Derek; Kunze, Katie L.; Mislevy, Robert J.; Behrens, John T. – Journal of Educational Data Mining, 2012
In this paper we describe the development and refinement of "evidence rules" and "measurement models" within the "evidence model" of the "evidence-centered design" (ECD) framework in the context of the "Packet Tracer" digital learning environment of the "Cisco Networking Academy." Using…
Descriptors: Computer Networks, Evidence Based Practice, Design, Instructional Design
Mariais, Christelle; Michau, Florence; Pernin, Jean-Philippe – Simulation & Gaming, 2012
To strengthen the motivation of learners, the professional training sector is focusing more and more on game-based learning. In this context, the authors have become interested in the design of Learning Role-Play Game (LRPG) scenarios. The aim of this article is to improve the designers' confidence in the validity of the game-based learning…
Descriptors: Professional Training, Educational Technology, Methods, Models
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
Kurilovas, Eugenijus; Serikoviene, Silvija – Informatics in Education, 2010
The paper aims to analyse several scientific approaches how to evaluate, implement or choose learning content and software suitable for personalised users/learners needs. Learning objects metadata customisation method as well as the Method of multiple criteria evaluation and optimisation of learning software represented by the experts' additive…
Descriptors: Computer Software, Course Content, Evaluation Methods, Electronic Learning
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
Nachimuthu, K.; Vijayakumari, G. – Journal of Educational Technology, 2009
Virtual Reality (VR) is a creation of virtual 3D world in which one can feel and sense the world as if it is real. It is allowing engineers to design machines and Educationists to design AV [audiovisual] equipment in real time but in 3-dimensional hologram as if the actual material is being made and worked upon. VR allows a least-cost (energy…
Descriptors: Computer Simulation, Simulated Environment, Electronic Learning, Teaching Methods
Lisk, Timothy C.; Kaplancali, Ugur T.; Riggio, Ronald E. – Simulation & Gaming, 2012
With their increased popularity, games open up possibilities for simultaneous learning on multiple levels; players may learn from contextual information embedded in the narrative of the game and through the risks, benefits, costs, outcomes, and rewards of the alternative strategies that result from fast-paced decision making. Such dynamics also…
Descriptors: Global Approach, Transformational Leadership, Computer Games, Leadership Training
Bellotti, Francesco; Berta, Riccardo; De Gloria, Alessandro; Primavera, Ludovica – British Journal of Educational Technology, 2010
Serious virtual worlds (SVWs) represent a great opportunity for learning and should embed a lot of high-quality contextualised information so that the player can take the most from his or her exploration of the environment. This requires defining new methodologies and tools for effective production. We have investigated this issue in implementing…
Descriptors: Foreign Countries, Cultural Background, Educational Games, Learning Theories
Andreas, Konstantinidis; Tsiatsos, Thrasyvoulos; Terzidou, Theodouli; Pomportsis, Andreas – Computers & Education, 2010
In this paper we examine the transferability of the Jigsaw and Fishbowl collaborative learning techniques to the Second Life platform. Our aim is to assess the applicability of Second Life for collaborative learning by developing virtual tools and metaphors and exploiting the representational richness of this novel medium. In order to enhance the…
Descriptors: Computer Mediated Communication, Teaching Methods, Cooperative Learning, Figurative Language
Hew, Khe Foon; Cheung, Wing Sum – British Journal of Educational Technology, 2010
In this paper, we review past empirical research studies on the use of three-dimensional immersive virtual worlds in education settings such as K-12 and higher education. Three questions guided our review: (1) How are virtual worlds (eg, "Active Worlds", "Second Life") used by students and teachers? (2) What types of research methods have been…
Descriptors: Higher Education, Educational Research, Elementary Secondary Education, Research Methodology