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Gorlewicz, Jenna L.; Kratchman, Louis B.; Webster, Robert J., III – Advances in Engineering Education, 2014
The haptic paddle is a force-feedback joystick used at several universities in teaching System Dynamics, a core mechanical engineering undergraduate course where students learn to model dynamic systems in several domains. A second goal of the haptic paddle is to increase the accessibility of robotics and haptics by providing a low-cost device for…
Descriptors: College Instruction, Laboratory Equipment, Undergraduate Students, Engineering Education
Baukal, Charles E.; Ausburn, Floyd B.; Ausburn, Lynna J. – Journal of Educational Technology, 2013
Advanced multimedia techniques offer significant learning potential for students. Dale (1946, 1954, 1969) developed a Cone of Experience (CoE) which is a hierarchy of learning experiences ranging from direct participation to abstract symbolic expression. This paper updates the CoE for today's technology and learning context, specifically focused…
Descriptors: Multimedia Instruction, Instructional Design, Learning Experience, Multimedia Materials
Nocchi, Susanna; Blin, Françoise – Research-publishing.net, 2013
Notwithstanding their potential for novel approaches to language teaching and learning, Virtual Worlds (VWs) present numerous technological and pedagogical challenges that require new paradigms if the language learning experience and outcomes are to be successful. In this presentation, we argue that the notions of presence and affordance, together…
Descriptors: Foreign Countries, Italian, Second Language Learning, Web Based Instruction
Doolen, Jessica – ProQuest LLC, 2012
High fidelity simulation has become a widespread and costly learning strategy in nursing education because it can fill the gap left by a shortage of clinical sites. In addition, high fidelity simulation is an active learning strategy that is thought to increase higher order thinking such as clinical reasoning and judgment skills in nursing…
Descriptors: Simulation, Nursing Education, Simulated Environment, Psychometrics
Avatars, First Impressions and Self-Presentation Tactics: Influences on a Participant Social Network
Lusher, Tammy J. – ProQuest LLC, 2012
Even as higher education institutions offer more distance education courses, the attrition rate in these courses remains higher than face-to-face courses. One of the most cited reason by students who drop out of distance education classes is the lack of social interaction. Educational technology researchers have studied this problem from a sense…
Descriptors: Educational Technology, Self Concept, Simulated Environment, Computer Simulation
Islas Sedano, Carolina; Leendertz, Verona; Vinni, Mikko; Sutinen, Erkki; Ellis, Suria – Simulation & Gaming, 2013
A Hypercontextualized Game (HCG) is a locally designed game that supports its players in gathering context-specific information and in-depth understanding and knowledge regarding the context of a site. LIEKSAMYST, an exciting mobile application, with which visitors can play various games based on stories, was originally developed for the open-air…
Descriptors: Games, Design, Telecommunications, Handheld Devices
Dodds, Heather E. – ProQuest LLC, 2013
Online education has grown into a part of the educational market answering the demand for learning at the learner's choice of time and place. Inquiry skills such as observing, questioning, collecting data, and devising fair experiments are an essential element of 21st-century online science coursework. Virtual immersive worlds such as Second Life…
Descriptors: Online Courses, Inquiry, Simulated Environment, Computer Simulation
Augmented Reality M-Learning to Enhance Nursing Skills Acquisition in the Clinical Skills Laboratory
Garrett, Bernard M.; Jackson, Cathryn; Wilson, Brian – Interactive Technology and Smart Education, 2015
Purpose: This paper aims to report on a pilot research project designed to explore if new mobile augmented reality (AR) technologies have the potential to enhance the learning of clinical skills in the lab. Design/methodology/approach: An exploratory action-research-based pilot study was undertaken to explore an initial proof-of-concept design in…
Descriptors: Electronic Learning, Physical Environment, Simulated Environment, Synthesis
Rector-Aranda, Amy; Raider-Roth, Miriam – Research in Learning Technology, 2015
This article presents an educational action research study examining how one online, classroom-based role-play simulation offers middle school students the opportunity to strengthen their agency and voice. The Jewish Court of All Time (JCAT) is a web-mediated simulation designed for middle school classrooms where students take on roles of various…
Descriptors: Action Research, Role Playing, Simulation, Middle School Students
Yang, Mau-Tsuen; Liao, Wan-Che – IEEE Transactions on Learning Technologies, 2014
The physical-virtual immersion and real-time interaction play an essential role in cultural and language learning. Augmented reality (AR) technology can be used to seamlessly merge virtual objects with real-world images to realize immersions. Additionally, computer vision (CV) technology can recognize free-hand gestures from live images to enable…
Descriptors: Simulated Environment, Computer Simulation, Interaction, Nonverbal Communication
Teacher's Skill Improvement by Role-Play and Simulations on Collaborative Educational Virtual Worlds
Lorenzo, Carlos-Miguel – Journal of Educational Computing Research, 2014
This study looked at teachers' role-play and simulations in order to increase teachers' skills in psycho-pedagogical support on educational virtual worlds. We put forward a proposal to encourage the use of 3D scenarios where teachers can improve their skills for situations of cultural and ethical concerns that require a high level…
Descriptors: Role Playing, Computer Simulation, Simulated Environment, Teaching Skills
Hsiao, Hsien-Sheng; Chang, Cheng-Sian; Lin, Chien-Yu; Wang, Yau-Zng – Interactive Learning Environments, 2016
This study focused on how to enhance the interactivity and usefulness of augmented reality (AR) by integrating manipulative interactive tools with a real-world environment. A manipulative AR (MAR) system, which included 3D interactive models and manipulative aids, was designed and developed to teach the unit "Understanding Weather" in a…
Descriptors: Foreign Countries, Weather, Elementary School Science, Science Education
Munnerley, Danny; Bacon, Matt; Wilson, Anna; Steele, James; Hedberg, John; Fitzgerald, Robert – Research in Learning Technology, 2012
How can educators make use of augmented reality technologies and practices to enhance learning and why would we want to embrace such technologies anyway? How can an augmented reality help a learner confront, interpret and ultimately comprehend reality itself ? In this article, we seek to initiate a discussion that focuses on these questions, and…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Influence of Technology
Girvan, Carina; Tangney, Brendan; Savage, Timothy – Computers & Education, 2013
Constructionism places an emphasis on the process of constructing shareable artefacts. Many virtual worlds, such as "Second Life", provide learners with tools for the construction of objects and hence may facilitate in-world constructionist learning experiences. However, the construction tools available present learners with a significant barrier…
Descriptors: Programming, Interviews, Distance Education, Novices
Villalta, M.; Gajardo, I.; Nussbaum, M.; Andreu, J. J.; Echeverria, A.; Plass, J. L. – Computers & Education, 2011
In a Classroom Multiplayer Presential Game (CMPG) peers interact collaboratively with the virtual world and amongst themselves in a shared space. The design of this kind of game, however, is a complex process that must consider instruction strategies, methodology, usability and ludic aspects. This article's aim is to develop and systematize…
Descriptors: Design Requirements, Guidelines, Instructional Effectiveness, Educational Technology

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