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Showing all 11 results Save | Export
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Odd Rune Stalheim; Hege Merete Somby – Smart Learning Environments, 2024
There has long been an increased focus on and investment in digital technology in schools to improve the quality of education. While digital tools have gained access to pedagogical spheres, physical activity has been overlooked, as pupils often engage in activities that require minimal bodily movement. In this article, we discuss pupils'…
Descriptors: Simulated Environment, Physical Environment, Educational Games, Human Body
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Junnan Yu; Tian Xu; Camryn Kelley; Janet Ruppert; Ricarose Roque – Review of Educational Research, 2025
Many technological interventions have leveraged physical activity (PA, i.e., activities that involve whole-body movements) to provide young people with active and productive learning experiences. However, there is a lack of systematic understanding of how PA can serve as a learning medium--for example, how PA can support learning and how to design…
Descriptors: Physical Activities, Educational Technology, Educational Practices, Human Body
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Chiara Carnazzo; Stefania Spada; Sebastiano Lamacchia; Federico Manuri; Andrea Sanna; Maria Pia Cavatorta – Journal of Workplace Learning, 2024
Purpose: Preventive ergonomics is essential to protecting the health and safety of workers as is recognizing human variability. The purpose of this paper is to describe a Unity-based application designed for three-dimensional postural analysis and visualizations using motion capture data. Integration with virtual reality (VR) technologies allows…
Descriptors: Computer Simulation, Handheld Devices, Human Body, Auto Mechanics
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Loeffler, Jonna; Raab, Markus; Cañal-Bruland, Rouwen – Interactive Learning Environments, 2023
Embodied Cognition approaches suggest that movements influence the understanding of abstract concepts such as time. It follows that moving the arms as watch hands should boost children's learning to read the clock. In a school setting, we compared three learning conditions: an embodied (movement) condition, an interactive App condition, and a text…
Descriptors: Human Body, Cognitive Processes, Time, Arithmetic
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Frisch, Emily H.; Greb, Alexandra C.; Youm, Julie H.; Wiechmann, Warren F.; Greenberg, Milton L. – Advances in Physiology Education, 2021
We introduced the AliveCor KardiaMobile electrocardiogram (ECG), a Food and Drug Administration (FDA)-approved, iPad-enabled medical device, into the preclerkship curriculum to demonstrate the clinical relevance of cardiac electrophysiology with active learning. An evaluation showed that medical students considered the KardiaMobile ECG active…
Descriptors: Medical Students, Medical Education, Laboratory Equipment, Computer Oriented Programs
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Zumbach, Joerg; von Kotzebue, Lena; Pirklbauer, Constanze – Journal of Educational Computing Research, 2022
Augmented Reality (AR) has become an emerging educational technology in classroom practice and science education. While most research and contemporary meta-analyses reveal benefits with regard to knowledge acquisition and motivation of Augmented Reality-based learning environments, most of the studies lack a clear and fair control condition. In…
Descriptors: Computer Simulation, Educational Technology, Science Education, Educational Environment
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Fernandes, Jacks; Teles, Ariel; Teixeira, Silmar – Education Sciences, 2020
Health education is one of the knowledge areas in which augmented reality (AR) technology is widespread, and it has been considered as a facilitator of the learning process. In literature, there are still few studies detailing the role of mobile AR in neuroanatomy. Specifically, for the spinal cord, the teaching-learning process may be hindered…
Descriptors: Health Education, Computer Simulation, Telecommunications, Handheld Devices
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Nizar, Nur Nabihah Mohd; Rahmat, Mohd Khairezan; Maaruf, Siti Zuraida; Damio, Siti Maftuhah – Asian Journal of University Education, 2019
Augmented reality (AR) is one type of learning process that can be applied through mobile learning known as mobile augmented reality. AR offers an innovative learning space through an active interaction of superimposing digital contents into the real context to enhance learning experiences. Previous studies have found that AR in education is able…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Telecommunications
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Pitcher, Erich N. – International Journal of Qualitative Studies in Education (QSE), 2016
Previous research about college students' social media usage emphasizes social media "practices," often ignoring the "content" that students' post. Increasing knowledge about the language that college students use to describe their intimate relationships can inform student affairs practice. Using a digital ethnographic data…
Descriptors: College Students, Human Body, Sexuality, Telecommunications
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
Sánchez, Inmaculada Arnedillo, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2016
These proceedings contain the papers of the 12th International Conference on Mobile Learning 2016, which was organized by the International Association for Development of the Information Society, in Vilamoura, Algarve, Portugal, April 9-11, 2016. The Mobile Learning 2016 Conference seeks to provide a forum for the presentation and discussion of…
Descriptors: Foreign Countries, Conferences (Gatherings), Conference Papers, Telecommunications