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Showing 1 to 15 of 17 results Save | Export
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Huifen Guo; Fengqi Ma; Zhen Zhou – Innovations in Education and Teaching International, 2025
The growing influence of technology has prompted numerous scholars to explore how virtual reality (VR) affects performance. This study aims to validate the technology acceptance model (TAM) for VR in collaborative learning to enhance performance. We employed a questionnaire for data collection, distributed to 423 master's students in China…
Descriptors: Computer Simulation, Cooperative Learning, Performance, Technology Uses in Education
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Jue-Qi Guan; Xiao-Feng Wang; Wen-Zhuo Wang; Jiong Zhu; Gwo-Jen Hwang – Journal of Computer Assisted Learning, 2024
Background: Painting is the foundational expression across all art forms and is one of the key creative practices for fostering students' aesthetic ability and creativity within fine arts courses. Collaborative painting in the form of socially shared regulation of learning (SSRL) can be recognized as an effective strategy for enhancing creativity…
Descriptors: Foreign Countries, Grade 5, Painting (Visual Arts), Cooperative Learning
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Gu, Chao; Chen, Jiangjie; Yang, Chun; Wei, Wei; Jiang, Qianling; Jiang, Liao; Wu, Qiuhong; Lin, Shu-Yuan; Yang, Yunshuo – Journal of Intelligence, 2022
In this paper, we discuss the teaching effects of augmented reality (AR) technology in German instruction. We conducted one prestudy and three formal studies on German learners in China's mainland and Taiwan region. In the formal studies, a total of 120 students participated in the survey, allowing us to compare the differences in interest in…
Descriptors: Foreign Countries, German, Second Language Instruction, Computer Simulation
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Amarpreet Singh Gill; Derek Irwin; Pinzhuang Long; Linjing Sun; Dave Towey; Wanling Yu; Yanhui Zhang; Yaxin Zheng – Interactive Technology and Smart Education, 2025
Purpose: This study aims to examine the effects on student motivation and perception of technological interventions within undergraduate mechanical engineering and product design and manufacture programs at a Sino-foreign international university. The authors use an augmented reality game application within a class on Design for Manufacturing and…
Descriptors: Computer Simulation, Technology Uses in Education, Game Based Learning, Student Motivation
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Wiboolyasarin, Watcharapol; Jinowat, Nattawut; Wiboolyasarin, Kanokpan; Kamonsawad, Ruedee; Tiranant, Phornrat; Boonyakitanont, Poomipat – Asian-Pacific Journal of Second and Foreign Language Education, 2023
The use of three-dimensional virtual worlds (3DVWs) in language education has been widely acknowledged in the field, and researchers have expressed a growing interest in their proliferation in second language (L2) learning and instruction. In order to improve the Thai-speaking abilities of learners of Thai as a foreign language (TFL) in three…
Descriptors: Undergraduate Students, Cross Cultural Studies, Second Language Learning, Second Language Instruction
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Deng, Liping; Shen, Ying Wang; Chan, Jackie W. W. – TechTrends: Linking Research and Practice to Improve Learning, 2021
This paper is a report of a cross-cultural online collaboration between two cohorts of pre-service teachers in Hong Kong, China and an American university in St. Paul, Minnesota. It explicates the pedagogical design and implementation of online tools for group collaboration and students' perceptions of the benefits and challenges. Multiple…
Descriptors: Teaching Methods, Culturally Relevant Education, Intercultural Communication, Computer Mediated Communication
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Wang, Dan; Khambari, Mas Nida Md. – Malaysian Online Journal of Educational Technology, 2020
In recent years, the application of augmented reality (AR) technology has been explored in numerous disciplines. This research focused on English sentence learning and utilized the activity theory as the basis to structure a game-based AR learning model (GBARLM). The aim of the investigation was to describe the model and explore the following…
Descriptors: Game Based Learning, Computer Simulation, English Instruction, Sentences
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Cai, Su; Liu, Enrui; Shen, Yang; Liu, Changhao; Li, Shuhui; Shen, Yihua – Interactive Learning Environments, 2020
The development of Augmented Reality technologies has enabled students to learn in an environment that combines learning resources from the real and digital world. This paper integrates three mobile Augmented Reality-based applications into a series of mathematics lessons on probabilities in a junior high school. This paper aims to examine how…
Descriptors: Probability, Mathematics Instruction, Computer Simulation, Instructional Effectiveness
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Liang, Yuxin; Liu, Guo-Ping – IEEE Transactions on Learning Technologies, 2018
This paper presents a method to design high-quality 3D equipment for virtual laboratories. A virtual control laboratory is designed on large-scale educational purpose with merits of saving expenses for universities and can provide more opportunities for students. The proposed laboratory with more than 30 virtual instruments aims at offering…
Descriptors: Computer Simulation, Computer Software, Laboratory Experiments, Student Attitudes
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Sengupta, Pratim, Ed.; Shanahan, Marie-Claire, Ed.; Kim, Beaumie, Ed. – Advances in STEM Education, 2019
Over the past decade, integrated STEM education research has emerged as an international concern, creating around it an imperative for technological and disciplinary innovation and a global resurgence of interest in teaching and learning to code at the K-16 levels. At the same time, issues of democratization, equity, power and access, including…
Descriptors: STEM Education, Interdisciplinary Approach, Teaching Methods, Epistemology
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Zhang, Bo; Robb, Nigel; Eyerman, Joe; Goodman, Lizbeth – International Journal of E-Learning & Distance Education, 2017
In response to the growing trend of internationalisation in education, it is important to consider approaches to help international students integrate in their new settings. One possible approach involves the use of e-Learning tools, such as virtual worlds and gamification. To maximise the potential effectiveness of such tools, it may be…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Educational Games
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Zheng, Dongping; Schmidt, Matthew; Hu, Ying; Liu, Min; Hsu, Jesse – Australasian Journal of Educational Technology, 2017
The purpose of this research was to explore the relationships between design, learning, and translanguaging in a 3D collaborative virtual learning environment for adolescent learners of Chinese and English. We designed an open-ended space congruent with ecological and dialogical perspectives on second language acquisition. In such a space,…
Descriptors: Virtual Classrooms, Educational Environment, Chinese, Language Acquisition
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Bastiaens, Theo, Ed. – Association for the Advancement of Computing in Education, 2018
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "EdMedia + Innovate Learning: World Conference on Educational Media and…
Descriptors: Educational Technology, Technology Uses in Education, Open Educational Resources, Higher Education
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Nunes, Miguel Baptista, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2018
These proceedings contain the papers of the International Conference e-Learning 2018, which was organised by the International Association for Development of the Information Society, 17-19 July, 2018. This conference is part of the Multi Conference on Computer Science and Information Systems 2018, 17-20 July, which had a total of 617 submissions.…
Descriptors: Electronic Learning, Educational Technology, Online Courses, Educational Environment
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IEEE Conference on Software Engineering Education and Training, Proceedings (MS), 2012
The Conference on Software Engineering Education and Training (CSEE&T) is the premier international peer-reviewed conference, sponsored by the Institute of Electrical and Electronics Engineers, Inc. (IEEE) Computer Society, which addresses all major areas related to software engineering education, training, and professionalism. This year, as…
Descriptors: Computer Science Education, Engineering Education, Computer Software, Conferences (Gatherings)
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