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Juan A. Munoz-Cristobal; Vanesa Gallego-Lema; Higinio F. Arribas-Cubero; Gabriel Rodriguez-Gonzalez; Felipe Hermida-Arias; Alejandra Martinez-Mones – IEEE Transactions on Learning Technologies, 2025
Orienteering has long been used in physical education due to its recognized benefits for perceptual-motor capacity, as a tool for safe and efficient movement and as a recreational activity. It also helps in the acquisition of skills in multiple domains besides physical education, such as geography, mathematics, or biology. Many teachers use this…
Descriptors: Athletics, Navigation, Physical Education, Skill Development
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Ismael E. Espinosa-Curiel; Carlos A. Garcia de Alba-Chavez – IEEE Transactions on Learning Technologies, 2024
Serious video games provide a immersive learning environment for agriculture by simulating real-life challenges scenarios. However, empirical evidence of their effectiveness is sparse. This scoping review follows PRISMA-ScR guidelines to summarize literature on serious video games for agricultural learning, highlighting research trends and…
Descriptors: Educational Games, Agricultural Education, Video Games, Content Analysis
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Maximiliano Paredes-Velasco; Isaac Lozano-Osorio; Diana Perez-Marin; Liliana Patricia Santacruz-Valencia – IEEE Transactions on Learning Technologies, 2024
Teaching programming is a topic that has generated a high level of interest among researchers in recent decades. In particular, multiple approaches to teaching visual programming have been explored, from the use of tools such as Scratch, robots, unplugged programming, or activities for the development of computational thinking. Despite the wide…
Descriptors: Visual Aids, Programming, Intelligent Tutoring Systems, Computer Oriented Programs
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Fabio Buttussi; Luca Chittaro – IEEE Transactions on Learning Technologies, 2024
Educational virtual environments (EVEs) can enable effective learning experiences on various devices, including smartphones, using nonimmersive virtual reality (VR). To this purpose, researchers and educators should identify the most appropriate pedagogical techniques, not restarting from scratch but exploring which traditional e-learning and VR…
Descriptors: Test Items, Educational Technology, Computer Simulation, Telecommunications
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Hashem A. Almusawi; Christopher M. Durugbo – IEEE Transactions on Learning Technologies, 2024
Digital technologies, such as wearables, offer immense potential for active and enhanced interactive, collaborative, and immersive learning. Wearable technologies are digital devices that can be worn on or near the human body as accessories or clothing. Interest and innovativeness in the educational use of such technologies depend on teacher…
Descriptors: Physical Education Teachers, Teacher Attitudes, Technology Uses in Education, Human Body