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Liu, Bowen; Wu, Yonghe; Xing, Wanli; Guo, Shouchao; Zhu, Lijuan – Interactive Learning Environments, 2023
3D design and modeling is an important part of design education. Self-directed learning (SDL) has been considered in order to effectively learn and teach 3D design and modeling. Exploring the relationship between students' SDL ability and their behavior in learning 3D design will not only promote the 3D design learning process and outcomes, but…
Descriptors: Independent Study, Computer Simulation, Design, Models
Marinelli, Melissa; Male, Sally A.; Valentine, Andrew; Guzzomi, Andrew; van der Veen, Tom; Hassan, Ghulam Mubashar – European Journal of Engineering Education, 2023
Access to interactive, simulated work environments through virtual reality (VR) has potential in teaching safety in design (SiD) to engineering students with reduced risk, cost and inconvenience. However, there is limited understanding of what students learn from immersive VR interventions, or the outcomes from specific learning activities. This…
Descriptors: Computer Simulation, Safety, Design, Engineering Education
Boettcher, K.; Terkowsky, C.; Schade, M.; Brandner, D.; Grünendahl, S.; Pasaliu, B. – European Journal of Engineering Education, 2023
A newly-developed online laboratory experiment in immersive virtual reality (VR) is used for process engineering students. A digital twin (DT) of a jet pump was realised using the game engine Unreal Engine 4. The chance was taken for an instructional redesign deviating from the conventional cookbook-experiment to better integrate the changing…
Descriptors: Computer Simulation, Laboratories, Engineering Education, Problem Solving
Fink, Maximilian C.; Heitzmann, Nicole; Reitmeier, Victoria; Siebeck, Matthias; Fischer, Frank; Fischer, Martin R. – Advances in Health Sciences Education, 2023
Clinical reasoning theories agree that knowledge and the diagnostic process are associated with diagnostic success. However, the exact contributions of these components of clinical reasoning to diagnostic success remain unclear. This is particularly the case when operationalizing the diagnostic process with diagnostic activities (i.e., teachable…
Descriptors: Computer Simulation, Patients, Medical Students, Medical Education
Achmad Buchori; Dina Prasetyowati; Wijayanto – Pegem Journal of Education and Instruction, 2023
In learning during the current epidemic, students cannot meet face to face on campus, and learning geometry in universities is a dreadful lesson before the pandemic. Both at UPGRIS and other private universities so far, students are required to use a compass and ruler in making flat shapes and building spaces so they have to face to face with the…
Descriptors: Computer Simulation, Electronic Learning, Laboratories, Geometry
Song, Yanjie; Cao, Jiaxin; Wu, Kaiyi; Yu, Philip Leung Ho; Lee, John Chi-Kin – IEEE Transactions on Learning Technologies, 2023
Despite the metaverse having been increasingly designed, developed, and applied to education, critical issues regarding the lack of truly immersive learning environments, custom tools, clear instructional design, and inconvenience of using the platform, and ethics and privacy concerns exist. This study aimed to design and develop a 3-D metaverse…
Descriptors: Computer Simulation, Computer Uses in Education, Cognitive Processes, Assistive Technology
Linpeng Li; Chao Song; Yi Ma; Yi Zou – Journal of Biological Education, 2023
Animal models are widely used in laboratory practicals in biomedical disciplines. However, experiments involving animal work are usually time-and-labor consuming. It is also costly to run an animal lab and the animal caring/holding request special training. Here we present a laboratory course design that provides students with wet lab experience…
Descriptors: Undergraduate Students, Animals, Models, Science Laboratories
Jin, Yang; Tiejun, Zhu – Education and Information Technologies, 2023
Metaverse is a digital world created by human beings according to the physical world. Its deep integration of virtual and real features has created a new opportunity for the innovative development of game teaching in art design courses in colleges and universities under the epidemic situation. In the field of art design, the investigation and…
Descriptors: Computer Simulation, Video Games, Art Education, Design
Joaqui´n Gonza´lez; Eduardo Laborda; A´ngela Molina – Journal of Chemical Education, 2023
Theoretical and practical foundations of basic electrochemical concepts of heterogeneous charge transfer reactions that underline electrochemical processes are presented for their detailed study by undergraduate and postgraduate students. Several simple methods for calculating key variables, such as the half-wave potential, limiting current, and…
Descriptors: Chemistry, College Science, Science Instruction, Computer Simulation
Tertiary Educators' Awareness of and Readiness to Use Virtual Reality (VR) in Remote Online Learning
Wan Jumani Fauzi; Noor Raha Mohd Radzuan; Aisyah Khaleeda Rosli; Ezihaslinda Ngah; Awanis Romli; Roslinda Abd Wab; Wan Aslynn Salwani Wan Ahmad – International Society for Technology, Education, and Science, 2023
COVID-19 pandemic has transformed the conventional education landscape to online remote learning. However, this transition has brought about certain challenges such as low levels of student engagement and motivation, which raises the question of whether students are actually learning. Using Virtual Reality (VR) in teaching and learning (T&L)…
Descriptors: College Faculty, Knowledge Level, Readiness, Computer Simulation
Karl W. Kosko; Temitope Egbedeyi; Enrico Gandolfi – North American Chapter of the International Group for the Psychology of Mathematics Education, 2023
There is emerging evidence that professional noticing is embodied. Yet, there is still a need to better under embodied noticing at a fundamental level, especially from the preservice teachers. This study used traditional and holographic video, along with eye-tracking technology, to examine how preservice teachers' physical act of looking interacts…
Descriptors: Preservice Teachers, Attention, Eye Movements, Thinking Skills
Henrik Brun; Matthias Lippert; Thomas Langø; Juan Sanchez-Margallo; Francisco Sanchez-Margallo; Ole Jakob Elle – Anatomical Sciences Education, 2025
Learning cardiac morphology largely involves spatial abilities and studies indicate benefits from innovative 3D visualization technologies that speed up and increase the learning output. Studies comparing these teaching tools and their educational output are rare and few studies include complex congenital heart defects. This study compared the…
Descriptors: Anatomy, Human Body, Spatial Ability, Visual Aids
Bos, Rogier; Doorman, Michiel; Drijvers, Paul; Shvarts, Anna – Teaching Mathematics and Its Applications, 2022
We study the augmented reality sandbox (ARSB) as an embodied learning environment to foster meaning making in the context of bivariable calculus. We present the case of Tiago, a first-year bachelor chemistry student, performing a series of tasks based on embodied design, including perception-based, action-based and incorporation-based tasks.…
Descriptors: Computer Simulation, Calculus, Mathematical Concepts, Thinking Skills
Lei, Xuehui; Mou, Weimin – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2022
This study investigated to what extent people can develop global spatial representations of a multiroom environment through one-shot physical walking between rooms. In Experiment 1, the participants learned objects' locations in one room of an immersive virtual environment. They were blindfolded and led to walk to a testing position either within…
Descriptors: Memory, Spatial Ability, Computer Simulation, Simulated Environment
Cavalcante-Pimentel, Fernando-Silvio; Morais-Marques, Margarida; Barbosa-de-Sales-Junior, Valdick – Comunicar: Media Education Research Journal, 2022
The relationship between digital games and the mobilization of cognitive and metacognitive learning strategies deserves attention and needs research that contributes to the understanding of how these strategies can favor the teaching and learning processes. This study describes how university students over 18 years of age mobilize cognitive and…
Descriptors: Learning Strategies, Computer Games, College Students, Metacognition