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Ros, Maxime; Neuwirth, Lorenz S.; Ng, Sam; Debien, Blaise; Molinari, Nicolas; Gatto, Franck; Lonjon, Nicolas – Educational Technology Research and Development, 2021
Medical procedures require skilled reliability, precision, and efficiency. One way in which techniques could be taught to address these requirements is through immersive tutorials in virtual reality (VR), that employ a 3D video (filmed from the first-person point-of-view [FPV]), which is then displayed through an immersive VR application…
Descriptors: Computer Simulation, Medical Services, Medical Education, Video Technology
Tóth, Tomás; Lovászová, Gabriela – Informatics in Education, 2021
In education, we have noticed a significant gap between the ability of students to program in an educational visual programming environment and the ability to write code in a professional programming environment. The aim of our research was to verify the methodology of transition from visual programming of mobile applications in MIT App Inventor 2…
Descriptors: Foreign Countries, Computer Science Education, Programming, Coding
Shamsuzzoha, Ahm; Toshev, Rayko; Vu Tuan, Viet; Kankaanpaa, Timo; Helo, Petri – Interactive Learning Environments, 2021
This study evaluates the use of virtual reality (VR) platforms, which is an integrated part of the digital factory for an industrial training and maintenance system. The digital factory-based VR platform provides an intuitive and immersive human-computer interface, which can be an efficient tool for industrial training and maintenance services.…
Descriptors: Computer Simulation, Industrial Training, Computer Uses in Education, Man Machine Systems
Gusev, Dmitri A. – Association Supporting Computer Users in Education, 2021
A wide variety of modern chess software products is available to the modern professional and amateur chess players alike, helping them improve their chess skills and prepare for online and traditional tournaments. These products include chess user interfaces (UIs), traditional Alpha-Beta (AB) and emergent Neural Network (NN) chess engines, game…
Descriptors: Games, Computer Software, Open Source Technology, Competition
Keller, Brian T. – Grantee Submission, 2021
In this paper, we provide an introduction to the factored regression framework. This modeling framework applies the rules of probability to break up or "factor" a complex joint distribution into a product of conditional regression models. Using this framework, we can easily specify the complex multivariate models that missing data…
Descriptors: Regression (Statistics), Models, Multivariate Analysis, Computation
Chris Sanders – ProQuest LLC, 2021
Despite significant investment in cyber security, the industry is unable to stem the tide of damaging attacks against computer networks. This unfortunate situation is, in part, because cyber security exists in a state of cognitive crisis defined by tacit knowledge and poorly understood processes. At the heart of the crisis are digital forensic…
Descriptors: Cognitive Ability, Thinking Skills, Crime, Computer Security
Peter Geller; Jaymie Stein; Daniel Du; Jason R. Webb; Zack Lieberman; David Shreiber; Biju Parekkadan – Biomedical Engineering Education, 2021
Current educational presentation software used in STEM education fail to maximize student engagement and comprehension. Mixed reality presentation is one specific type of digital presentation software that has shown to significantly improve student engagement and comprehension. In this paper, we describe a pilot study on adult scientists which…
Descriptors: Computer Simulation, STEM Education, Adults, Scientists
Michael L. Schliep – ProQuest LLC, 2021
Communication privacy is constantly under threat from Nation State Adversaries (NSA). This has led many platforms, such as Facebook and Apple, to implement secure conversation cryptographic protocols in their messaging applications. However, many of the protocols do not provide provable security and do not provide other security guarantees about…
Descriptors: Privacy, Interpersonal Communication, Computer Mediated Communication, Social Media
Eyuboglu, Fatma Aycan Binay; Yilmaz, Fatma Gizem Karaoglan – Education Quarterly Reviews, 2022
Individuals may encounter many negativities due to the misuse of computers and the Internet. Children suffer the most from these negativities. This situation necessitates parents who always protect and stand by their children, to become knowledgeable about the safe use of computers and the Internet. In this study, we examined the opinions of the…
Descriptors: Parent Attitudes, Internet, Computer Uses in Education, Child Safety
Kleinman, Erica; Shergadwala, Murtuza N.; Teng, Zhaoqing; Villareale, Jennifer; Bryant, Andy; Zhu, Jichen; Seif El-Nasr, Magy – Journal of Learning Analytics, 2022
Educational technology is shifting toward facilitating personalized learning. Such personalization, however, requires a detailed understanding of students' problem-solving processes. Sequence analysis (SA) is a promising approach to gaining granular insights into student problem solving; however, existing techniques are difficult to interpret…
Descriptors: Problem Solving, Learning Analytics, Decision Making, Educational Technology
Priyadi, Ahmad; Kuswanto, Heru – Journal of Technology and Science Education, 2023
This research aims to: (1) develop a feasible Android-based comic media of Gajah Mungkur Dam, and (2) reveal the effectiveness of the developed comic media in improving mathematical representation and critical thinking abilities on the materials of work and energy. The research subjects are senior high school students, consisting of 262 students…
Descriptors: High School Seniors, Cartoons, Computer Games, Mathematics Instruction
Brevik, Lisbeth M.; Holm, Thea – ELT Journal, 2023
Connecting informal and formal language teaching and learning has gained prominence as a way to understand language development among teenagers, but questions remain regarding its application in L2 contexts. This study investigates the significance of such connections in two L2 English classes taught by the same teacher, where students were…
Descriptors: Second Language Learning, Second Language Instruction, Teaching Methods, Informal Education
Hassan Mallam Ibrahim; Kamsuriah Ahmad; Hasimi Sallehudin – Education and Information Technologies, 2025
As the need for digital content increases almost daily, preserving this content for university libraries, especially in the least developed and developing nations, becomes a challenge, resulting in the loss of this data. Even though most of these libraries are automated and adopt one digital preservation strategy or the other, library users need…
Descriptors: Preservation, Technology Uses in Education, Research Libraries, Internet
Wendy James; Grainne Oates; Nikki Schonfeldt – Accounting Education, 2025
There is growing support to the argument that effective use of technology in blended learning initiatives, such as gamification, can influence student retention and combat low levels of student engagement as well as improve academic performance. The aim of this study is to investigate the effectiveness of a gamified mobile application (GMA)…
Descriptors: Accounting, Business Education, Learner Engagement, Instructional Materials
Kun Huang; Ching-Huei Chen – Journal of Computer Assisted Learning, 2025
Background: Digital game-based learning (DGBL) has shown promise in enhancing learning and motivation, with appropriate scaffolding playing a crucial role in facilitating student inquiries and knowledge acquisition through science games. While scaffolding is generally effective in promoting learning in DGBL, there is variability among different…
Descriptors: Video Technology, Educational Technology, Artificial Intelligence, Computer Mediated Communication

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