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Showing all 12 results Save | Export
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Lahcen Oubahssi; Claudine Piau-Toffolon; Oussema Mahdi – Interactive Learning Environments, 2024
In this paper, we address the issue of the design and deployment of VR-oriented pedagogical scenarios by teachers as designers. To provide practical and theoretical solutions, we analyse the various existing models and tools for assisting teachers in the design and deployment of virtual reality learning environments (VRLEs). We identify a need for…
Descriptors: Computer Simulation, Teaching Methods, Instructional Design, Technology Uses in Education
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Dilky Felsinger; Thilina Halloluwa; Ishani Fonseka – Education and Information Technologies, 2024
Academic misconduct is a growing problem in online education. While there are ways to curb academic misconduct in online exams, utilization of technology to proctor online exams in a simple manner in limited-resource settings remain unclear. This study set out to identify a reliable technique for utilizing webcam footage to identify instances of…
Descriptors: Video Technology, Computer Assisted Testing, Supervision, Depleted Resources
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Yanying Chen; Yaoxin Tan; Yuhui Wang – Interactive Learning Environments, 2024
We designed a microbial science popularization product based on virtual reality technology, "Micro World -- Exploring the Microbial Kingdom," and conducted usability tests. Participants used head-mounted VR glasses to experience virtual scenarios teaching microbiological knowledge. The product's user experience was evaluated through a…
Descriptors: Computer Simulation, Science Education, Microbiology, Computer Peripherals
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H. Martin; E. Eisner; J. K. Klosterman – Journal of Chemical Education, 2023
3D printers have facilitated a wealth of 3D printed molecular models illustrating key structural concepts for student learning. However, general adoption of 3D printed models in the organic chemistry classroom proceeds slowly as the majority of consumer-grade 3D (fused deposition modeling (FDM) and resin) printers are inherently monochromatic,…
Descriptors: Printing, Computer Peripherals, Molecular Structure, Organic Chemistry
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Levi C. Ofoe – Perspectives of the ASHA Special Interest Groups, 2025
Purpose: This study examined the learning experiences of speech-language pathology students after creating three-dimensional (3D) anatomical models as part of an undergraduate Anatomy and Physiology course. Method: A total of 44 undergraduate students used 3D software programs to design anatomical components (e.g., larynx, brainstem, brain cortex,…
Descriptors: Speech Language Pathology, Allied Health Occupations Education, Student Attitudes, Anatomy
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Gabriella P. Sugerman; Manuel K. Rausch – Biomedical Engineering Education, 2022
Hands-on experiences in biomechanics and biomaterials courses are an important part of biomedical engineering education. Curricula of those courses often include laboratory modules on material testing and characterization. Unfortunately, large and expensive mechanical testing equipment may not beĀ available to all students, thus limiting students'…
Descriptors: Biomedicine, Engineering, Elective Courses, Open Source Technology
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Guler, Gursel; Sen, Ceylan; Ay, Zeynep Sonay; Ciltas, Alper – International Journal of Education in Mathematics, Science and Technology, 2019
Modeling activities enriched with 3D printers are effective in providing teachers with the skills they should have and in using the technology in mathematics education. In this regard, in the present study, ten-week modeling activities were carried out with 3D printers that are widely used in different fields along with educational environments…
Descriptors: Drafting, Engineering, Skills, Preservice Teachers
Stansell, Alicia; Tyler-Wood, Tandra; Stansell, Christina – International Association for Development of the Information Society, 2016
The reverse engineering of simple inventions that were of historic significance is now possible in a classroom by using digital models provided by places like the Smithsonian. The digital models can facilitate the mastery of students' STEM learning by utilizing digital fabrication in maker spaces to provide an opportunity for reverse engineer and…
Descriptors: STEM Education, Manufacturing, Scientific Concepts, Mathematical Concepts
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Jo, Wonjin; I, Jang Hee; Harianto, Rachel Ananda; So, Ji Hyun; Lee, Hyebin; Lee, Heon Ju; Moon, Myoung-Woon – Journal of Visual Impairment & Blindness, 2016
The authors investigate how 3D printing technology could be utilized for instructional materials that allow visually impaired students to have full access to high-quality instruction in history class. Researchers from the 3D Printing Group of the Korea Institute of Science and Technology (KIST) provided the Seoul National School for the Blind with…
Descriptors: Printing, Technological Advancement, Technology Uses in Education, Braille
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Cummings, Jeff; Hill, Stephen – Information Systems Education Journal, 2015
Instructors continually search for innovative approaches to interact with and engage students in the classroom. The tablet offers a potential innovation for this purpose. Tablet devices from Apple, Microsoft, and other hardware vendors have overcome many of the challenges of the past (e.g. cost and limited applications) to become useful tools for…
Descriptors: Handheld Devices, Technology Uses in Education, Instructional Effectiveness, Outcomes of Education
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Fahlberg, Tim; Fahlberg-Stojanovska, Linda; MacNeil, Graeme – Teaching Mathematics and Its Applications: An International Journal of the IMA, 2007
In this article, we discuss whiteboard math movies (a.k.a. mathcasts) and their applications to mathematics education. A whiteboard math (wbm) movie is a screen recording of writing plus voice and/or text explaining a mathematical concept or solving a problem. The movie is then produced to Flash movie format and distributed via CD or Internet. The…
Descriptors: Mathematics Education, Mathematical Concepts, Mathematics Instruction, Technology Uses in Education
Branzburg, Jeffrey – Technology & Learning, 2006
Interactive whiteboards are desirable peripherals these days. When hooked up to a computer, the whiteboard's screen becomes a "live" computer desktop, which can be tapped to pull down menus, highlight, and move or open files. Users can also circle relevant sections on the projected image, draw geometric figures, and underline. Then they can save…
Descriptors: Internet, Computer Peripherals, Visual Aids, Technology Uses in Education