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Showing 1 to 15 of 56 results Save | Export
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Furkan Kalyoncu; Hasan Karal – Education and Information Technologies, 2025
The aim of this study is to design and develop an augmented reality based mobile application (HardwARe teaching material) based on the "Computer Systems" subject outcomes in the 5th grade curriculum. In the design and development phase of the HardwARe teaching material, the design-based research (DBR) method, which is frequently…
Descriptors: Computer Simulation, Technology Uses in Education, Design, Material Development
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Atina Putri; Fahma Waluya Rosmansyah; Chessa Nur Triejunita; Yuda Sukmana; Nyilo Purnami; Sakina Sakina; Yuni Sari Amalia; Yusep Rosmansyah – Smart Learning Environments, 2025
The increasing popularity of mobile devices as alternative tools for learning has led to the adoption of virtual laboratory simulation (VLab) to enhance practical learning experiences. This paper introduces an interactive mobile learning application designed to facilitate medical students in learning ear anatomy using a three-dimensional model.…
Descriptors: Science Laboratories, Anatomy, Science Education, Computer Simulation
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Meiyan Huang; Tang Yongquan – Journal of Computer Assisted Learning, 2025
Aim: In recent years, the integration of cutting-edge technology into professional sports training (ST) has revolutionized the way athletes prepare for competition. The study aims to quantitatively analyse the impact of cutting-edge technology on enhancing performance, efficiency, and outcomes in professional ST programs. Purpose: The purpose of…
Descriptors: Athletics, Technology, Influence of Technology, Training
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Regina Kaplan-Rakowski; Deborah Cockerham; Richard E. Ferdig – British Journal of Educational Technology, 2024
Multisensory-rich VR experiences, which encompass visual, auditory, and haptic stimuli, have the potential to enhance engagement, motivation, and learning. However, extensive sensory stimuli could also compromise learning through sensory overload. In museum settings, visitors who are inundated with excessive stimuli such as unrelated background…
Descriptors: Multisensory Learning, Computer Simulation, Handheld Devices, Learner Engagement
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Dron M. Mandhana; Daliah Ouedraogo; Alessandra S. Vicente – Communication Teacher, 2024
Courses: Theories of Organizational Communication; Communication Theory. Theories of Organizational Communication; Communication Theory. Objectives: The proposed activity utilizes a digitally interactive global positioning system--based augmented reality game to help students (a) gain a richer learning experience through immersion and engagement…
Descriptors: Organizational Culture, Physical Environment, Simulated Environment, Synthesis
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Gustavo Martins Nunes Avellar; Maria Lydia Fioravanti; William Simao de Deus; Kalinka Regina Lucas Jaquie Castelo Branco; Ellen Francine Barbosa – Education and Information Technologies, 2024
High-resolution displays on mobile devices, accurate motion sensors, and efficient mobile processors have taken virtual reality (VR), essentially employed in laboratory, to everyday environments, including homes, workplaces, and classrooms. Regarding programming education, it has been investigated in conjunction with various educational…
Descriptors: Computer Oriented Programs, Elementary Secondary Education, Programming, Concept Formation
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Lahcen Oubahssi; Claudine Piau-Toffolon; Oussema Mahdi – Interactive Learning Environments, 2024
In this paper, we address the issue of the design and deployment of VR-oriented pedagogical scenarios by teachers as designers. To provide practical and theoretical solutions, we analyse the various existing models and tools for assisting teachers in the design and deployment of virtual reality learning environments (VRLEs). We identify a need for…
Descriptors: Computer Simulation, Teaching Methods, Instructional Design, Technology Uses in Education
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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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Nor Farhah Saidin; Noor Dayana Abd Halim; Noraffandy Yahaya; Nurul Nadwa Zulkifli – Knowledge Management & E-Learning, 2024
Augmented Reality (AR) has emerged in our educational paradigm as a new tool to accelerate change in the teaching and learning process. This technology can improve students' visualisation skills, which helps them understand abstract concepts, especially in Chemistry. Furthermore, visualisation skills help improve students' critical thinking. This…
Descriptors: Critical Thinking, Visualization, Simulated Environment, Computer Simulation
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Nicolas Loiseau; Adrien Bruni; Pierre Puigpinos; Jean-Christophe Sakdavong – International Association for Development of the Information Society, 2024
This paper explores the concept of self-efficacy and its impact on individual performance on a mobile learning application. Self-efficacy refers to one's belief in their ability to achieve their goals and is a key factor in everyday life. To investigate the relationship between self-efficacy and performance, we conducted an experiment with 104…
Descriptors: Self Efficacy, Telecommunications, Handheld Devices, Computer Software
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Sebastian Simon; Iza Marfisi-Schottman; Sébastien George – International Association for Development of the Information Society, 2024
Technology to support collaborative learning has come a long way. Interactive tabletops support collaboration when correctly integrated in activity design. While these devices can now, in principle, be purchased by the general public, wide adoption in schools is hindered by their high cost and lack of mobility. In this paper, we analyze the…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
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Yuyu Chen; Yuntao Zou – European Journal of Education, 2024
This research paper focuses on the adoption of multi-perspective theory to study teachers' attitudes and intentions towards using intelligent mixed reality (MR) devices for classroom behaviour analysis. The research model integrates TRI (Technology Readiness Index), IDT (Innovation Diffusion Theory), ECM (Expectation Confirmation Theory) and TAM…
Descriptors: Teacher Attitudes, Educational Quality, Intention, Artificial Intelligence
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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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Young-Eun Jeon; Joon-Yong Ji; Hun-Gi Hong – Journal of Chemical Education, 2024
Herein, we developed a mobile augmented reality (AR) application that can recognize chemical bonding by arranging markers on which atoms are augmented, in accordance with the specific characteristics of actual chemical bonding. From an educational affordance perspective, the development targets for AR application were selected to recognize…
Descriptors: Computer Simulation, Handheld Devices, Telecommunications, Computer Oriented Programs
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Aadi Swadipto Mondal; Yuang Zhu; Kaushal Kumar Bhagat; Nasser Giacaman – Interactive Learning Environments, 2024
The aim of this study is to investigate the public opinion (i.e., the learners themselves) of apps incorporating emerging technologies Augmented Reality (AR) and Virtual Reality (VR) and find out how satisfied mobile platform users are with these technologies for educational purposes. We performed sentiment analysis of more than one million…
Descriptors: Educational Technology, Technology Uses in Education, Computer Oriented Programs, Computer Simulation
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