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Showing 1 to 15 of 19 results Save | Export
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Seok-Hyun Ga; Hyun-Jung Cha; Hye-Gyoung Yoon – Journal of Science Education and Technology, 2024
As augmented reality (AR) gains prevalence, various AR exhibits are being installed in science museums. However, few research has thus far examined the extent to which these exhibits can improve visitors' learning. This study qualitatively evaluates the effectiveness of an AR dinosaur exhibit at the Gwacheon National Science Museum in Korea and…
Descriptors: Exhibits, Museums, Computer Simulation, Sciences
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Hwang, Yohan; Shin, Dongkwang; Lee, Hyejin – Educational Technology Research and Development, 2023
The main purpose of this paper is to add empirical data to the nascent field of metaverse learning and teaching by examining factors affecting student participation and their perceived experiences of different metaverse platforms. For data collection, 57 Korean undergraduates participated in a self-administered questionnaire and a short reflective…
Descriptors: Student Attitudes, Computer Simulation, Electronic Learning, Student Participation
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Yohan Hwang; Je-Young Lee – SAGE Open, 2024
This study aims to analyze the experiences of creating the metaverse classroom on pre-service EFL (English as a Foreign Language) teachers' technological acceptance and affordance, as well as their perception of its potential for language learning and teaching. To achieve this purpose, this study utilized an in-depth analysis of survey and…
Descriptors: Preservice Teachers, Language Teachers, Second Language Instruction, English (Second Language)
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Yang, Eunbyul; Park, Sanghoon; Ryu, Jeeheon; Lim, Taehyeong – Journal of Computing in Higher Education, 2023
The purposes of this study were (1) to introduce a virtual dental lab designed to support students' virtual clinical examinations in a dentistry program in South Korea and (2) to determine how dental students' levels of expertise (low, medium, or high) influence their clinical performance in terms of dwell time on each tooth location, total…
Descriptors: Foreign Countries, Dentistry, Dental Schools, Laboratories
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Sangmin-Michelle Lee; Zi Yang; Junjie Gavin Wu – Education and Information Technologies, 2024
The use of immersive virtual reality (iVR) technology creates an infinite set of possibilities for language learners both inside and outside the traditional classroom setting. In contributing a deeper understanding of language education with iVR, the present study explored how low-proficiency level English learners perceived iVR and how iVR…
Descriptors: English (Second Language), Second Language Learning, Computer Simulation, Language Proficiency
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Sangmin-Michelle Lee; Junjie Gavin Wu – International Journal of Computer-Assisted Language Learning and Teaching, 2023
Immersive virtual reality (iVR), an emerging technology, is starting to lead and shape the future of education. Yet, due to technical, financial, or pedagogical reasons, this novel technology has been seldom applied directly in classroom teaching by language learners and teachers. The present study attempts to contribute a qualitative…
Descriptors: Computer Simulation, Preservice Teachers, Student Attitudes, Second Language Instruction
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Jung-ho Byeon; Yong-Ju Kwon – Journal of Baltic Science Education, 2023
The outdoor inquiry has a significant meaning in learning biology, but it has a problem that is difficult to be frequently implemented in the school garden due to causes. On the other hand, alternative activities using the virtual world have been proposed, but due to a lack of reality and passive use, the continuity of the activities is low, and…
Descriptors: Outdoor Education, Science Education, Biology, Active Learning
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Restall, Greg C.; Yao, Ada; Niu, Belle – TESOL in Context, 2023
A prescribed English language textbook often directs classroom teaching practices in secondary school classes in EFL contexts, such as in South Korea. The textbook is often accompanied by multimedia resources which are delivered to students as input at a regulated pace with limited opportunities for communicative interaction or spoken output. Such…
Descriptors: Foreign Countries, High School Students, Grade 10, Second Language Learning
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Lee, Juhee – Education and Information Technologies, 2022
Grounded in game-based learning and problem-based learning, this study compared the effects of an augmented reality (AR) mobile game and a printed game on student engagement and attitudes toward foreign language learning. For this purpose, a narrative-driven, location-based AR mobile game was developed based on the analysis, design, development,…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Undergraduate Students
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Lee, Sangmin-Michelle; Park, Moonyoung – Computer Assisted Language Learning, 2020
In many English as a foreign language (EFL) contexts, learning is often limited to decontextualized classroom learning, and students suffer from lack of interaction and authentic opportunities for language learning. One of the recent emerging technologies, context-aware augmented reality (AR) technology can mitigate this problem for EFL…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Computer Software
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Kim, Minsung; Shin, Jungyeop – Journal of Geography, 2016
This article investigated the pedagogical potential of the "SimCity" simulation game in an urban geography course. University students used "SimCity" to build their own cities and applied a wide range of theories to support their urban structures. Moreover, the students critically evaluated the logic and functioning of the…
Descriptors: Urban Areas, Geography Instruction, Computer Simulation, Teaching Methods
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Kim, Jeonghyun; Jo, Il-Hyun; Park, Yeonjeong – Asia Pacific Education Review, 2016
The learning analytics dashboard (LAD) is a newly developed learning support tool for virtual classrooms that is believed to allow students to review their online learning behavior patterns intuitively through the provision of visual information. The purpose of this study was to empirically validate the effects of LAD. An experimental study was…
Descriptors: Correlation, Computer Simulation, Online Courses, Behavior Patterns
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Davis, Robert; Antonenko, Pavlo – Journal of Interactive Learning Research, 2017
Pedagogical agents (PAs) are lifelike characters in virtual environments that help facilitate learning through social interactions and the virtual real relationships with the learners. This study explored whether and how PA gesture design impacts learning and agent social acceptance when used with elementary students learning foreign language…
Descriptors: Elementary School Students, Second Language Learning, Second Language Instruction, Multiple Regression Analysis
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Laine, Teemu H.; Nygren, Eeva; Dirin, Amir; Suk, Hae-Jung – Educational Technology Research and Development, 2016
Lack of motivation and of real-world relevance have been identified as reasons for low interest in science among children. Game-based learning and storytelling are prominent methods for generating intrinsic motivation in learning. Real-world relevance requires connecting abstract scientific concepts with the real world. This can be done by…
Descriptors: Foreign Countries, Elementary School Students, Grade 5, Science Education
Lin, Chi-Syan; Ma, Jung-Tsan; Kuo, Karen Yi-Chwen; Chou, Chien-Tzu Candace – Journal on School Educational Technology, 2015
The goal of the study is to explore the opportunities and challenges associated with Project-Based Learning strategy in a global context on the aspects of both fostering learning community of practices and nurturing the 21st century skills. For collecting empirical data, the study implements and administers an online international project-based…
Descriptors: Student Projects, Teaching Methods, High School Students, Communities of Practice
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