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Cheng Wei Lim; Kong Yen Liew; Sie Hui Lim; Manraj Singh Cheema; Puteri Suhaiza Sulaiman; Hanis Hazeera Harith; Hasni Idayu Saidi; Chau Ling Tham – Education and Information Technologies, 2024
The aseptic technique is essential for minimizing contamination in cell and tissue culture. However, biomedical science undergraduates in Universiti Putra Malaysia face challenges in acquiring hands-on learning experience on proper aseptic techniques due to inadequate facilities, which decreases learning interest and efficiency. To address this,…
Descriptors: Foreign Countries, Undergraduate Students, Biomedicine, Educational Technology
Laura Claudia Johanna Pflieger; Christian Hartmann; Maria Bannert – Discover Education, 2024
In the rapidly evolving landscape of educational technologies, Immersive Virtual Reality (iVR) stands out as a transformative tool for teaching and learning. The learner must actively engage, particularly when visual and auditory knowledge information is presented simultaneously. Generative learning strategies support learners in processing and…
Descriptors: Computer Simulation, Knowledge Level, Information Technology, Imagination
Raffaele Di Fuccio; Joanna Kic-Drgas; Joanna Wozniak – Smart Learning Environments, 2024
This paper addresses the limited exploration of the impact of virtual and augmented reality on the learning process, particularly within the context of foreign language learning among young learners. Motivated by this research gap, the EULALIA, conducted from 2019 to 2023 (2019-1-IT02-KA203-063228), sought to evaluate the efficacy of integrating…
Descriptors: Computer Simulation, Computer Oriented Programs, Second Language Learning, Cultural Awareness
Mohan Honnagudi Gururaj; Nandish Malleshappa; Sankhya Nagesh Nayak; Devaraj Fakkirappa Vadenapur; Benak Patel Medugondanahalli Puradaswamy – Education and Information Technologies, 2024
A Study with undergraduate engineering students was conducted in order to evaluate whether cognitive and comprehending ability can be improved by incorporating the tool based learning. The simulator tools and virtual labs were used to represent tool based learning. The study was conducted on three different years of students. In the first stage…
Descriptors: Undergraduate Students, Engineering Education, Evaluation, Comprehension
Cathy Weng; Khanh Nguyen Phuong Tran; Chi-Chuan Yang; Hsuan-I. Huang; Hsuan Chen – Education and Information Technologies, 2024
An augmented reality (AR)-integrated gamification learning approach in an electronics course was developed in this study to help students better understand the concepts while simultaneously increasing their motivation. An experimental study was conducted to examine the effectiveness of the AR-integrated gamification approach on students' learning…
Descriptors: Computer Simulation, Gamification, Vocational Schools, High School Students
Paul Richards – Language Learning & Technology, 2024
This study experimentally investigated the effectiveness of feedback on learner refusals in a computer-simulated academic advising session. Ninety participants were assigned to one of three conditions: implicit feedback, explicit feedback, and comparison group. Oral and written discourse completion tasks (DCTs) were administered in a pretest…
Descriptors: Feedback (Response), Computer Simulation, Academic Advising, Pretests Posttests