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Zhongcheng Lei; Hong Zhou; Wenshan Hu; Guo-Ping Liu – IEEE Transactions on Learning Technologies, 2024
Online laboratories have been widely used in education, research, and industrial applications. For online laboratories, various architectures have been constructed to provide good user experience and powerful capabilities for online experimentation, in which the controller is a crucial part to connect the server with a controlled test rig.…
Descriptors: Online Courses, Laboratories, Distance Education, Computers
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Mario Vallarino; Saverio Iacono; Edoardo Bellanti; Gianni V. Vercelli – IEEE Transactions on Learning Technologies, 2024
This article introduces a novel approach to remote laboratory instruction, specifically designed for teaching three-dimensional modeling using Blender software. The lab uses virtual machines to provide students with the necessary computational power to carry out the course activities, along with the correct version of the software. The flipped…
Descriptors: Flipped Classroom, Distance Education, Laboratories, Peer Evaluation
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Thomas Sergent; Morgane Daniel; François Bouchet; Thibault Carron – IEEE Transactions on Learning Technologies, 2024
Self-regulated learning (SRL) skills are critical for students of all ages to maximize their learning. Two key processes of SRL are being aware of one's performance (self-evaluation) and believing in one's capabilities to produce given attainments (self-efficacy). To assess and improve these capabilities in young children (5-8), we use a literacy…
Descriptors: Self Evaluation (Individuals), Self Efficacy, Self Management, Children
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Bohne, Thomas; Heine, Ina; Mueller, Felix; Zuercher, Paul-David Joshua; Eger, Vera Maria – IEEE Transactions on Learning Technologies, 2023
Gamification approaches to learning use game-inspired design elements to improve learning. Given manifold design options to implement gamification in virtual environments, an important but underexplored research area is how the composition of gamification elements affects learning. To advance research in this area, we systematically identified key…
Descriptors: Gamification, Game Based Learning, Educational Technology, Program Effectiveness
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Caminero, Agustín C.; Ros, Salvador; Hernández, Roberto; Robles-Gómez, Antonio; Tobarra, Llanos; Tolbaños Granjo, Pedro J. – IEEE Transactions on Learning Technologies, 2016
The use of practical laboratories is a key in engineering education in order to provide our students with the resources needed to acquire practical skills. This is specially true in the case of distance education, where no physical interactions between lecturers and students take place, so virtual or remote laboratories must be used. UNED has…
Descriptors: Engineering Education, Internet, Distance Education, Laboratories
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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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Santos, Marc Ericson C.; Chen, Angie; Taketomi, Takafumi; Yamamoto, Goshiro; Miyazaki, Jun; Kato, Hirokazu – IEEE Transactions on Learning Technologies, 2014
Augmented reality (AR) technology is mature for creating learning experiences for K-12 (pre-school, grade school, and high school) educational settings. We reviewed the applications intended to complement traditional curriculum materials for K-12. We found 87 research articles on augmented reality learning experiences (ARLEs) in the IEEE Xplore…
Descriptors: Simulated Environment, Educational Technology, Technology Uses in Education, Meta Analysis
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Chandra, Surendar – IEEE Transactions on Learning Technologies, 2011
The ability of lecture videos to capture the different modalities of a class interaction make them a good review tool. Multimedia capable devices are ubiquitous among contemporary students. Many lecturers are leveraging this popularity by distributing videos of lectures. They depend on the university to provide the video capture infrastructure.…
Descriptors: Computers, Educational Technology, Information Technology, Distance Education