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Grosprêtre, Sidney; Marcel-Millet, Philémon; Eon, Pauline; Wollesen, Bettina – Cognitive Science, 2023
Virtual reality (VR) is the computer simulation of a three-dimensional environment that a person can interact with using special electronic equipment, such as a headset with an integrated display. Often coupled with VR, exergames are video games that involve physical exercise. Little is known regarding the chronic effects of exergaming through VR…
Descriptors: Computer Simulation, Video Games, Exercise, Program Effectiveness
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Tzortzoglou, Filippos; Kosmas, Panagiotis; Avraamidou, Lucy – Contemporary Educational Technology, 2023
The use of augmented reality games (ARGs) in education has gained increased attention from curriculum developers, teachers, and researchers in the past decade. Research findings show that ARGs can promote meaningful learning environments that foster key competences for the 21st century. This paper presents the design process of…
Descriptors: Computer Simulation, Game Based Learning, Telecommunications, Handheld Devices
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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
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Wang, Jun; Jin, Shuaizhen; Zhong, Zheng; Feng, Sijia; Deng, Yaxin; Li, Ruining – Journal of Educational Computing Research, 2023
Immersive Virtual Environments can provide users with a sense of spatial presence and experience. But learners with Color Vision Deficiency cannot receive information entirely in the environments because they are difficult to distinguish some or all colors. This study selects learners with red-green color blindness as the sample, and designs three…
Descriptors: Students, Color, Visual Impairments, Teaching Methods
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Jämsä, Johanna; Sandström, Vilma; Holopainen, Jani; Juhola, Sirkku; Kalliokoski, Tuomo; Korhonen-Kurki, Kaisa; Lyytikäinen, Veera; Mattila, Osmo; Pietikäinen, Janna; Soini, Katriina – Applied Environmental Education and Communication, 2023
We studied three novel approaches in environmental science communication for experts: gamification, virtual reality, and art-based scenario workshops and analyze participants' perceptions through qualitative interviews and a survey. Four dimensions emerged from the interviews: "enjoyment," "usability," "sociability,"…
Descriptors: Environmental Education, Gamification, Expertise, Computer Simulation
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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
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Chan, Wendy; Oh, Jimin – Journal of Experimental Education, 2023
Many generalization studies in education are typically based on a sample of 30-70 schools while the inference population is at least twenty times larger. This small sample to population size ratio limits the precision of design-based estimators of the population average treatment effect. Prior work has shown the potential of small area estimation…
Descriptors: Generalization, Computation, Probability, Sample Size
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Demircioglu, Tuba; Karakus, Memet; Ucar, Sedat – Science & Education, 2023
Due to the COVID-19 pandemic and adapting the classes urgently to distance learning, directing students' interest in the course content became challenging. The solution to this challenge emerges through creative pedagogies that integrate the instructional methods with new technologies like augmented reality (AR). Although the use of AR in science…
Descriptors: Critical Thinking, Thinking Skills, Persuasive Discourse, Computer Simulation
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Hill, James; Hamer, Oliver; Breed, Hetty; Ford, Jordan; Twamley, Jacqueline; Kenyon, Roger; Twamley, Huw; Casey, Rob; Zhang, Jennifer; Clegg, Andrew – Journal of Computer Assisted Learning, 2023
Background: The use of virtual reality (VR) in medical education allows learners to make mistakes safely without risk to patients and to refine a range of clinical skills by repetition. However, there is still wide variability both between, and within countries regarding the amount of training delivered using VR, particularly in relation to…
Descriptors: Hospitals, Health Personnel, Patients, Job Training
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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
Günes, Ümit; Tonbuloglu, Betül; Tonbuloglu, Ismail; Yildirim, Kevser; Karatas, Ibrahim Hakan – Online Submission, 2023
Educational technology (EdTech) possesses comprehensive content and an accumulation of topics requiring extensive analyses for monitoring its development over time. Conducting comprehensive analyses facilitates acquiring a plural perspective instead of subjective experiences and facilitates focusing on the places where deficiencies occur in the…
Descriptors: Educational Technology, Bibliometrics, Educational Trends, Periodicals
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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
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Liz Romero; Lindy Anne Lewis – Distance Learning, 2023
Contextual learning is critical to equip learners to apply knowledge and skills and to solve problems in the real world. The purpose of this article is to describe the collaborative effort of a subject matter expert and instructional designer to implement a situated cognition model to contextualize a fully online cardiac rehabilitation course. The…
Descriptors: Context Effect, Electronic Learning, Health Education, Heart Disorders
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Oya Özgün; Olgun Sadik – Educational Policy Analysis and Strategic Research, 2023
Virtual Reality (VR) is a technology with a potential impact on education. Due to cost and usability limitations, it has not been used extensively. However, recent research studies suggested VR as a learning environment with benefits on students' learning performance through experience. It especially has various benefits for language learners.…
Descriptors: Computer Simulation, Second Language Learning, Educational Environment, Technology Integration
JaMall A. Willis – ProQuest LLC, 2023
The primary purpose of this exploratory multi-case study was to investigate how virtual reality (VR), when utilized as the primary driver of hands-on instruction, could influence the completion of the Experiential Learning Cycle (ELC) for high school level Career and Technical Education (CTE) instructors. Specifically, this qualitative study…
Descriptors: Computer Simulation, Educational Technology, Experiential Learning, Vocational Education Teachers
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