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Almeida, Fernando; Buzády, Zoltán – International Journal of Virtual and Personal Learning Environments, 2019
This article performs an exploratory study of the potential of flow theory and FLIGBY game to contribute to develop entrepreneurship competencies among higher education students. For this purpose, this study considers the use of a focus group consisting of eight students enrolled in the entrepreneurship course in a higher educational institution…
Descriptors: Entrepreneurship, College Students, Higher Education, Program Effectiveness
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Washington, Erin; Shaw, Carrie – Educational Media and Technology Yearbook, 2019
Embodied Labs works at the intersection of virtual reality storytelling and healthcare workforce training to create experiences where trainees learn from embodying the perspective of the patient and members of the patient's care team. Ninety-four second-year medical students were selected to pilot a virtual reality (VR) geriatric immersion prior…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Empathy
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Thomas, Michael; Schneider, Christel – International Journal of Computer-Assisted Language Learning and Teaching, 2018
This article is based on findings arising from a large, two-year EU project entitled "Creating Machinima to Enhance Online Language Learning and Teaching" (CAMELOT), which was the first to investigate the potential of machinima, a form of virtual filmmaking that uses screen captures to record activity in immersive 3D environments, for…
Descriptors: Foreign Countries, Online Courses, Second Language Instruction, Teaching Methods
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Lu, Andrew; Chan, Sandra; Cai, Yiyu; Huang, Lihui; Nay, Zin Tun; Goei, Sui Lin – Interactive Learning Environments, 2018
Autism Spectrum Disorder (ASD) is a developmental disorder with different levels of severity. Although the exact causes of ASD is not yet known, nor is there a medical cure for ASD to date, special facilities and schools have been established to help individuals coping better and becoming more independent. With the advancement in Virtual Reality…
Descriptors: Autism, Pervasive Developmental Disorders, Simulated Environment, Educational Technology
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Bravender, Marlena; Staub, Nancy – Education Leadership Review, 2018
Leading American schools is a multi-faceted and complex role as states have adopted requirements for the mentoring of new principals. Interactive problem-based simulations can offer novice principals opportunities to practice solving job-embedded issues. This study explored practicing administrators interacting with simulations embedded into an…
Descriptors: Beginning Principals, Mentors, Instructional Leadership, Professional Development
Lin, Grace Hui Chin – Online Submission, 2020
This research was aimed at investigating the pedagogical roles of computer games (Hao et al, 2019, Chen & Hsu, 2019). It explored the impact of computer "mixed with language" (White et al, 2019) training, using simulation games, upon language acquisition and diverse daily-life knowledge. In a teacher preparation university of western…
Descriptors: Game Based Learning, Teaching Methods, Computer Games, Training
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Chang, Rong-Chi; Yu, Zeng-Shiang – International Journal of Distance Education Technologies, 2018
This article aims to explore the impact of AR on the learning outcomes of college freshmen and their knowledge about the biology lab course. In a study, a basic biology lab course app was developed using AR technology. The students used this app to prepare for a basic biology lab course, and carry on self-learning without the help of instructors.…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Biology
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Nafidi, Youssef; Alami, Anouar; Zaki, Moncef; El Batri, Bouchta; Afkar, Hanane – Journal of Turkish Science Education, 2018
In an attempt to evaluate the impact of the use of a simulation on the learning concepts of relative dating, a study was carried out with first year students at the Technical High School of the city of Taza (Morocco). The method of the study was semi-experimental research design with pre-test and post-test. The study used two groups including the…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Computer Simulation
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Pappa, Giouli; Papadima-Sophocleous, Salomi – Research-publishing.net, 2018
"Serious Games [SGs] are applications combining educational content with gameplay by integrating learning objectives into a game-like environment" (Thillainathan & Leimeister, 2014, p. 1). However, they have not been used much in language teacher education and training (Ulicsak, 2010). This paper describes the design of…
Descriptors: Educational Games, Second Language Learning, Computer Assisted Instruction, Creative Writing
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Wallace, Jamie; MacPherson, Anna; Hammerness, Karen; Chavez-Reilly, Michael; Gupta, Preeti – Journal of STEM Outreach, 2021
Drawing on data from STEM teacher education programs collected during museum closure due to the COVID-19 pandemic, this article examines the shifts that a large natural history museum made in educational programming. We explore three questions; who participated; the nature of participants' experiences with programming; and what we learned as an…
Descriptors: STEM Education, Teacher Education Programs, COVID-19, Pandemics
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Seah, Erik Tiong Wee; Kaufman, David; Sauvé, Louise; Zhang, Fan – Journal of Educational Computing Research, 2018
This mixed-methods study examined the social gameplay and learning experience of 50 adults aged 60 years or more during 4 weeks of playing a multiplayer, educational digital Bingo game with embedded learning content about nutrition and health. The first phase consisted of 4 weeks of gameplay with quantitative data collection using pretests and…
Descriptors: Mixed Methods Research, Older Adults, Computer Games, Computer Simulation
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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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Gunver Majgaard; Lasse Juel Larsen; Patricia Lyk; Morten Lyk – International Journal of Designs for Learning, 2017
The presented design case gives examples of designing an Augmented Reality learning scenario about the Solar System with 6th grade. The case connects the physical and virtual worlds in Augmented Reality, like 3D planetary globes floating above the textbook. This way, students can interact with digital information embedded in the physical…
Descriptors: Science Instruction, Grade 6, Astronomy, Computer Simulation
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Euphrasio, P. C. S.; Faria, L. A.; Germano, J. S. E.; Hirata, Daisy – IEEE Transactions on Education, 2020
This article describes the implementation of a remote access experiment, called Web-lab 1553B (Digital Data Bus Lab), for courses in the Avionics Systems Program. Its main objective is to present a study about the use of two rotation model subgroups: 1) rotation laboratory and 2) station rotation. In the "rotation laboratory" subgroup,…
Descriptors: Computer Simulation, Educational Technology, Electronic Learning, Teaching Methods
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Reweti, Savern; Gilbey, Andrew; Jeffrey, Lynn – Journal of Information Technology Education: Research, 2017
Aim/Purpose: The aim of this study was to explore whether a full cost flight training device (FTD) was significantly better for simulator training than a low cost PC-Based Aviation Training Device (PCATD). Background: A quasi-transfer study was undertaken to ascertain whether a Civil Aviation Authority certified Flight Training Device (FTD) was…
Descriptors: Aviation Education, Simulation, Teaching Methods, Program Effectiveness
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