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Showing 106 to 120 of 704 results Save | Export
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Fussell, Stephanie G.; Truong, Dothang – Interactive Learning Environments, 2023
Virtual reality (VR) is the latest type of technology being developed and rapidly integrated into training environments. This study investigated students' intentions to use VR for training. The Technology Acceptance Model (TAM) was expanded to include two factors that are relevant to using VR in a dynamic learning environment. A survey of 310…
Descriptors: Computer Simulation, Aviation Education, Technology Uses in Education, Student Attitudes
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Demetrios G. Sampson, Editor; Dirk Ifenthaler, Editor; Pedro Isaías, Editor – Cognition and Exploratory Learning in the Digital Age, 2024
This edited volume presents the latest research focussing on current challenges on the deployment of smart technologies and pedagogies for supporting teaching and learning in the post-covid19 era. This is at the core of studying the evolution of the learning process, the role of technology-supported pedagogical approaches, and the progress of…
Descriptors: Teaching Methods, Influence of Technology, Educational Technology, Professional Development
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Segaran, Kogilathah; Mohamad Ali, Ahmad Zamzuri; Hoe, Tan Wee – E-Learning and Digital Media, 2021
Virtual learning companions, such as avatars, have shown significant potential in assisting learners--particularly in the Digital Game-Based Learning (DGBL) condition. Since there are many avatar design approaches which can be utilized in DGBL, questions arise on which type of these are most preferred by learners. Mainly, in ensuring that the…
Descriptors: Design, Educational Games, Computer Games, Computer Simulation
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Gounaridou, Apostolia; Siamtanidou, Eleni; Dimoulas, Charalampos – Education Sciences, 2021
Computer games are considered a useful tool for educational purposes. Alternative media applications such as serious games combine edification with challenge and entertainment. Thus, learning becomes enjoyable, more comfortable, and more efficient. The paper presents the implementation of an educational computer game regarding traffic behavior…
Descriptors: Traffic Safety, Educational Games, Computer Games, Design
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Lee, Silvia Wen-Yu; Shih, Meilun; Liang, Jyh-Chong; Tseng, Yi-Chen – British Journal of Educational Technology, 2021
The purpose of this study was to investigate the affordances of participatory simulations by comparing students' models of engagement and science learning outcomes in a multi-team participatory simulated game (MPSG) and a single-team participatory simulated game (SPSG). Two versions of a mobile-based game about marine fishery management were…
Descriptors: Learner Engagement, Animal Husbandry, Marine Education, Ecology
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Yegorina, Darya; Armstrong, Inna; Kravtsov, Alexey; Merges, Kevin; Danhoff, Christine – Review of Education, 2021
Augmented reality (AR) technology has been gaining a meaningful position in the education sector with multiple subjects' application to support teaching and learning experiences. Thanks to the advancement of hardware and technological platforms it is becoming easier to adopt AR technology at schools. This study represents a systematic literature…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, STEM Education
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See, Zi Siang; Ledger, Susan; Goodman, Lizbeth L.; Matthews, Benjamin; Jones, Donovan; Fealy, Shanna; Ooi, Wooi Har; Amin, Manisha – Journal of Information Technology Education: Innovations in Practice, 2023
Aim/Purpose: This paper describes a technologies education model for introducing Simulation Learning and Extended Reality (XR) solution creation skills and knowledge to students at the tertiary education level, which is broadly applicable to higher education-based contexts of teaching and learning. Background: This work is made possible via the…
Descriptors: Technology Education, College Students, Models, Educational Technology
Chary, Mamatha; McEldoon, Katherine; Churaman, Tanya – Pearson, 2023
Pearson's Learning Foundations describe the optimal conditions for learning and reflect the learner experience Pearson hopes their products will create. Pearson does this by incorporating the Learning Design Principles. Each of the Learning Design Principles goes into detail about a key principle, supporting product design and marketing by…
Descriptors: Educational Principles, Learning, Educational Technology, Technology Uses in Education
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Yang, Hongzhi; Tsung, Linda; Cao, Lu – SAGE Open, 2022
Virtual reality (VR) for Language learning has been shown effective in improving students' communication skills. However very few studies reveal the communication strategies students used in communicating in a VR environment, especially in learning Chinese as a foreign or second language (CFL/CSL). In this pilot study, a prototype Virtual…
Descriptors: Communication Strategies, Chinese, Second Language Instruction, Second Language Learning
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Shin, Mikyung; Park, Jiyeon; Grimes, Rene; Bryant, Diane P. – Exceptional Children, 2021
We synthesized studies published since 2000 that assessed the effects of using virtual manipulatives to increase the mathematical accuracy of students with disabilities. We extracted a total of 1,796 raw data points from 114 cases across 35 single-case studies. By applying three-level multilevel modeling, we analyzed both immediate effects and…
Descriptors: Students with Disabilities, Mathematics Instruction, Manipulative Materials, Teaching Methods
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Shi, Aili; Wang, Yamin; Ding, Nan – Interactive Learning Environments, 2022
As an emerging learning platform, game-based immersive virtual reality learning environments (GIVRLEs) have the potential to solve difficult teaching problems. This study designed a GIVRLE by integrating knowledge of quadratic functions into gameplay. Forty seventh graders who had never acquired that knowledge played the game and took pre- and…
Descriptors: Game Based Learning, Computer Simulation, Educational Games, Foreign Countries
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Tocu, Adrian; Beldiman, Iuliana; Cruceat, Alin; Butean, Alexandru – International Association for Development of the Information Society, 2019
This paper presents an ongoing development process for an experimental application that aims to train an inexperienced user to operate a mobile device and receive Augmented Reality (AR) guidelines for basic pick-and-place operations. The purpose of the presented work is to offer a learning environment for placing multiple physical tools in…
Descriptors: Telecommunications, Handheld Devices, Computer Simulation, Educational Games
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Demetrios G. Sampson, Editor; Dirk Ifenthaler, Editor; Pedro Isaías, Editor – International Association for Development of the Information Society, 2024
These proceedings contain the papers of the 21st International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2024), held in Zagreb, Croatia, from 26 to 28 October 2024 and organized by the International Association for Development of the Information Society (IADIS). The CELDA conference aims to address the main issues…
Descriptors: Cognitive Processes, Cognitive Psychology, Computer Uses in Education, Technology Uses in Education
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Dell'Aquila, Elena; Vallone, Federica; Zurlo, Maria Clelia; Marocco, Davide – Education Sciences, 2022
This study focuses on the behavior of interactive agents and how to ground their implementation in psychology and cognitive modeling to capture fundamental psycho-pedagogical elements to deliver an effective competency-based training and assessment tool for teachers, trainers, and educators working in the school context. The study describes the…
Descriptors: Computer Assisted Instruction, Soft Skills, Educational Technology, Role Playing
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Lúcia Pombo; Margarida M. Marques – International Association for Development of the Information Society, 2022
This study used Bloom's Revised Taxonomy to examine 30 questions produced for a mobile quiz game with augmented reality contents to be explored in a formal learning context, in an urban green park, in Portugal. The game was co-created by 14 in-service teachers involved in a 50h training that aimed to promote the collaborative development of open…
Descriptors: Educational Games, Handheld Devices, Computer Oriented Programs, Open Educational Resources
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