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Gila Kurtz; Dan Kohen-Vacs – Interactive Learning Environments, 2024
Humanoid robotics is an emerging field striving to deploy technological devices capable of resembling and mimicking the human form. Primarily, the capability of human-like robots to interact with people has proved to be contributory in areas such as education and caretaking, but less so in adult training. In this study, we outline the design and…
Descriptors: Robotics, Technology Uses in Education, Teamwork, Training
Zammit, Jacqueline – Asian-Pacific Journal of Second and Foreign Language Education, 2022
The EULALIA (Enhancing University Language courses with an App powered by game-based learning and tangible user interface activities) project aimed to enhance the learning methodologies of four university language courses for Erasmus students in Italy, Malta, Poland and Spain by developing innovative and effective learning tools based on mobile…
Descriptors: Handheld Devices, Game Based Learning, Semitic Languages, Foreign Countries
Péter Rácz; Ágnes Lukács – Cognitive Science, 2024
People learn language variation through exposure to linguistic interactions. The way we take part in these interactions is shaped by our lexical representations, the mechanisms of language processing, and the social context. Existing work has looked at how we learn and store variation in the ambient language. How this is mediated by the social…
Descriptors: Foreign Countries, Native Speakers, Hungarian, Language Processing
Luke West – ProQuest LLC, 2024
Dynamic visuospatial support (DVS) is an effective tool for helping people learn linguistic tones (Hannah et al., 2017, Morett et al., 2022, Zhen et al., 2019), and learn words with these tonal categories (Baills et al., 2019, Morett et al., 2015). Progress in the field of embodied cognition and learning has led to recent emphasis on the pitch…
Descriptors: Mandarin Chinese, Tone Languages, Intonation, Phonology
Chang, Chi-Cheng; Yang, Szu-Ting – International Journal of Educational Technology in Higher Education, 2023
There has been a little research on emotion, cognitive load, or learning performance for digital game-based learning (DGBL). However, there is still a dearth of research on investigating the interactive effects of scaffolding DGBL and cognitive style on the above three outcomes. Participants were 97 middle-aged and elder adults from a community…
Descriptors: Adult Learning, Adults, Emotional Response, Cognitive Processes
Bastiaens, Theo, Ed. – Association for the Advancement of Computing in Education, 2022
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. The "EdMedia + Innovate Learning" conference took place in New York,…
Descriptors: Educational Technology, Flipped Classroom, Online Courses, Student Projects
Dimitris Alimisis; Emmanouil Zoulias – Interactive Technology and Smart Education, 2013
Purpose: The aim of this research is the development of a problem-based curriculum for robotic surgical training and its evaluation. Design/methodology/approach: First, the aim and objectives of the curriculum are defined and the background learning theories that guide our work are introduced. The methodology for designing the simulator-based…
Descriptors: Robotics, Surgery, Training, Skill Development