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Glaser, Noah; Newbutt, Nigel; Palmer, Heath; Schmidt, Matthew – Technology, Knowledge and Learning, 2023
Research suggests that virtual reality (VR) technologies can promote learning opportunities for individuals with autism in safe and controllable training scenarios. However, substantial challenges exist concerning the development and deployment of fully immersive VR systems in real-world settings. Video-based virtual reality is an emerging…
Descriptors: Computer Simulation, Autism Spectrum Disorders, Students with Disabilities, Educational Technology
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Moraes, Eduardo Baldo; Kipper, Liane Mahlmann; Hackenhaar Kellermann, Ana Clara; Austria, Leonardo; Leivas, Pedro; Moraes, Jorge André Ribas; Witczak, Marcus – Interactive Technology and Smart Education, 2023
Purpose: The purpose of this study is to identify the uses of Industry 4.0 technologies in the area of education and how they contribute to learning in addition to highlighting at what educational level they are used. Design/methodology/approach: A systematic literature review was carried out in the Scopus (Elsevier), Web of Science and…
Descriptors: Educational Technology, Internet, Computer Simulation, Higher Education
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Pettersson, Anna F.; Karlgren, Klas; Al-Saadi, Jonathan; Hjelmqvist, Hans; Meister, Björn; Zeberg, Hugo; Silén, Charlotte – Anatomical Sciences Education, 2023
Learning anatomy holds specific challenges, like the appreciation of three-dimensional relationships between anatomical structures. So far, there is limited knowledge about how students construct their understanding of topographic anatomy. By understanding the processes by which students learn anatomical structures in 3D, educators will be better…
Descriptors: Anatomy, Visualization, Computer Simulation, Computer Uses in Education
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Kongpha, Rattanakul; Chatwattana, Pinanta – Higher Education Studies, 2023
The virtual interactive learning model using imagineering process as a tool to promote happy learning for digital age learners. The concept is based on the combination of virtual learning environment and metaverse in order to create learning experience via virtual community. The objectives of this research are (1) to study and synthesise the…
Descriptors: Electronic Learning, Interaction, Computer Simulation, Instructional Development
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Muffato, Veronica; Miola, Laura; Pellegrini, Marilina; Pazzaglia, Francesca; Meneghetti, Chiara – Cognitive Research: Principles and Implications, 2023
When learning an environment from virtual navigation people gain knowledge about landmarks, their locations, and the paths that connect them. The present study newly aimed to investigate all these domains of knowledge and how cognitive factors such as visuospatial abilities and wayfinding inclinations might support virtual passive navigation. A…
Descriptors: Navigation, Computer Simulation, Environment, Spatial Ability
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Zhang, Xijuan; Wang, Xiaoyan; Lu, Jinyan – International Journal of Web-Based Learning and Teaching Technologies, 2023
Today's mature virtual simulation technology should be effectively combined with college education to give full play to better educational advantages. The history teaching supported by modern information technology paves the way for the rational distribution of educational resources and the movement of centralized users to fragmented learning…
Descriptors: History Instruction, College Instruction, Teaching Methods, Computer Simulation
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Ford, Deana J.; Luke, Sara E.; Vaughn, S. Michelle; Fulchini-Scruggs, Angelica – Journal of Educational Technology Systems, 2023
The purpose of this study was to investigate the impact explicit teaching of metacognition had on preservice teachers' metacognitive awareness and accuracy of whole group discussions using virtual simulations. One class of preservice teachers was randomly assigned to the explicit metacognitive teaching group, while the other class was assigned to…
Descriptors: Computer Simulation, Metacognition, Accuracy, Preservice Teachers
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Krause, Kayla J.; Mullins, Drew D.; Kist, Madison N.; Goldman, Evan M. – Anatomical Sciences Education, 2023
Virtual reality (VR) is an increasingly available resource with numerous applications to medical education, and as a teaching tool has been widely validated in the literature. Photogrammetry, the process of overlapping two-dimensional (2D) photographic images of three-dimensional (3D) objects to create a 3D image or "model," can be used…
Descriptors: Computer Simulation, Photography, Models, Medical Education
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Mello, Débora Amaral Taveira; Neves, Marcos Cesar Danhoni; Mello, Alexandre José Tuoto Silveira; dos Santos, Giovana Blitzkow Scucato – Science & Education, 2023
Science museums have demonstrated over time, and through various academic researches, to be a favorable environment to awaken the desire to learn more about scientific content, bringing visitors closer to artifacts and concepts in a different way than any other media can offer. In this research, we investigate how the public interacts with the…
Descriptors: Models, Museums, Computer Simulation, Science Education
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Kendall, Chadwin T.; Yates, R. Rhett C. – Journal of Instructional Pedagogies, 2023
Advanced regional jet simulators, specifically the Bombardier and Embraer series, have grown in popularity within the collegiate aviation world over the last two decades. Curricular and program applications for these simulators made way for improvements to advanced systems and crew resource management (CRM) courses, academic research, and student…
Descriptors: Curriculum Development, Curriculum Implementation, Capstone Experiences, Aviation Education
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Dirin, Amir; Nieminen, Marko; Laine, Teemu H.; Nieminen, Lassi; Ghalebani, Leila – Education and Information Technologies, 2023
Emotional contagion is an intriguing subject in many academic fields, and it is also relevant in collaborative learning where learners share a physical or virtual space. We aimed at exploring the possibilities of motivating, fascinating, and experiential elements of virtual reality (VR) in a collaborative learning context, with a focus on…
Descriptors: Computer Simulation, Cooperative Learning, Psychological Patterns, College Freshmen
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Paladines, José; Ramírez, Jaime; Berrocal-Lobo, Marta – Interactive Learning Environments, 2023
This paper addresses the challenge of integrating a dialog system with an ITS created for supporting procedural training in a 3D virtual environment. To this end, we first describe the desired features of the dialog to be provided to students in such system. Then, we explain some technical issues of our proposal such as the architecture; the…
Descriptors: Intelligent Tutoring Systems, Dialogs (Language), Man Machine Systems, Computer Simulation
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Weise, Michael A.; Vicente, Joshua A.; Ponce de Leon, Belle P.; Savola, Makena; Hernandez, Kimberly; Flanagan, Sean P.; Hinkel-Lipsker, Jacob W. – Journal of Motor Learning and Development, 2023
Action observation, where a learner observes a model demonstrating a skill, has long been established in the literature as an effective means to acquire motor skills. Developments in virtual reality technology have made it possible for a 3D action observation viewing perspective, theoretically providing a viewing experience similar to observing a…
Descriptors: Computer Simulation, Observation, Psychomotor Skills, Skill Development
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Egonsdotter, Gunilla; Bengtsson, Staffan – Journal of Social Work Education, 2023
Case-based learning has a long history in social work education, but has been relatively unaffected by the advances of information and computer technology. The aim of this study is to discuss new, and perhaps more rewarding, forms of decision case learning by using a computer-based simulation, SimChild, that puts the student in the position of a…
Descriptors: Case Method (Teaching Technique), Computer Simulation, Social Work, Professional Education
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Han, Zhongmei; Tu, Yaxin; Huang, Changqin – IEEE Transactions on Learning Technologies, 2023
The education metaverse (Edu-Metaverse), as a simulated extension of the real world, is an infinite virtual space where learners can build their relationships with others and create interactive content. However, preparing learners to engage fully with Edu-Metaverse remains challenging. As technologies on Edu-Metaverse are new to learners, there is…
Descriptors: Technology Uses in Education, Computer Simulation, Learner Engagement, Interaction
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