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Dongyu Yu; Xing Yao; Kaidi Yu; Dandan Du; Jinyi Zhi; Chunhui Jing – Interactive Learning Environments, 2024
The objective of this study was to determine the differential effects of the presentation position of the augmented reality--head worn display (AR-HWD) interface and the audiovisual-dominant multimodal learning material on learning performance and cognitive load across different learning tasks in training for high-speed train driving. We selected…
Descriptors: Artificial Intelligence, Computer Simulation, Computer Peripherals, Computer Interfaces
Doug Kueker; Joi Moore – Journal of Computer Assisted Learning, 2024
Background: Learning to use software using screencast videos with worked examples in the corresponding practice files presents a classic split-attention problem that requires learners to mentally integrate information from the video with a target application. While there is evidence that splitting attention either temporally or spatially adversely…
Descriptors: Participant Observation, Interactive Video, Computer Peripherals, Attention Control
Li Jin; Dawei Shang – Interactive Learning Environments, 2024
Massive open online courses (MOOC) have become important in the learning process and have been adopted in higher education, especially during the COVID-19 pandemic. However, few studies investigated MOOC continuance intention (CI) for arts disciplines. Thus, an integrated framework was proposed based on the expectation-confirmation model (ECM) and…
Descriptors: Art Education, MOOCs, Computer System Design, Continuing Education
Khwanchai Kaewkaisorn; Krisna Pintong; Songpol Bunyang; Teerarat Tansawat; Thitirat Siriborvornratanakul – Discover Education, 2024
Electronic Learning (E-Learning) played a significant role in education during the COVID-19 pandemic. It is a way to teach and learn online, and it is an efficient method of knowledge transfer for the instructors and students, who must practice social distancing and have less interaction during the pandemic. However, although multimedia…
Descriptors: Virtual Classrooms, Attention, Sleep, Emotional Response
Melanie B. Berkmen; Melisa Balla; Mikayla T. Cavanaugh; Isabel N. Smith; Misael Eduardo Flores-Artica; Abby M. Thornhill; Julia C. Lockart; Celeste N. Peterson – Biochemistry and Molecular Biology Education, 2025
Biochemistry and molecular biology students are asked to understand and analyze the structures of small molecules and complex three-dimensional (3D) macromolecules. However, most tools to help students learn molecular visualization skills are limited to two-dimensional (2D) images on screens and in textbooks. The virtual reality (VR) App Nanome,…
Descriptors: Technology Uses in Education, Computer Simulation, Computer Oriented Programs, Science Instruction
Sara Klingenberg; Robin Bosse; Richard E. Mayer; Guido Makransky – Educational Psychology Review, 2024
This study investigates the role of embodiment when learning a technical procedure in immersive virtual reality (VR) by introducing a framework based on immersion and interactivity. The goal is to determine how increasing the levels of immersion and interactivity affect learning experiences and outcomes. In a 2 × 2 factorial design, 177 high…
Descriptors: Computer Simulation, Learning Experience, Outcomes of Education, High School Students
Levi C. Ofoe – Perspectives of the ASHA Special Interest Groups, 2025
Purpose: This study examined the learning experiences of speech-language pathology students after creating three-dimensional (3D) anatomical models as part of an undergraduate Anatomy and Physiology course. Method: A total of 44 undergraduate students used 3D software programs to design anatomical components (e.g., larynx, brainstem, brain cortex,…
Descriptors: Speech Language Pathology, Allied Health Occupations Education, Student Attitudes, Anatomy
Álvaro Nolla; Ángela Ibiricu; Angélica Benito – International Journal for Technology in Mathematics Education, 2024
In this paper we present a collaborative 3D modeling and printing experience within a Project Based Learning (PBL) activity, carried out with two different groups of participants: pre-service teachers at the Universidad Autónoma de Madrid (Spain), and school students of Primary and Secondary level taking part in an extra-curricular activity.…
Descriptors: Cooperative Learning, Printing, Computer Peripherals, Educational Technology
Ersin Dincelli; Alper Yayla – Journal of Information Systems Education, 2024
The availability of powerful head-mounted displays (HMDs) has made virtual reality (VR) a mainstream technology and spearheaded the idea of immersive virtual experiences within the Metaverse -- a shared and persistent virtual world. Companies are eagerly investing in various VR products and services, aiming to be early adopters and create new…
Descriptors: Information Security, Computer Security, Computer Science Education, Computer Simulation
Azzah Al-Maskari; Thuraya Al Riyami; Sami Ghnimi – Journal of Applied Research in Higher Education, 2024
Purpose: Knowing the students' readiness for the fourth industrial revolution (4IR) is essential to producing competent, knowledgeable and skilled graduates who can contribute to the skilled workforce in the country. This will assist the Higher Education Institutions (HEIs) to ensure that their graduates own skill sets needed to work in the 4IR…
Descriptors: Career Readiness, Technological Literacy, Student Attitudes, Information Technology
Daniel J. Mills; Jeremy S. White – Turkish Online Journal of Educational Technology - TOJET, 2024
The researchers examined the relationship between informal digital gameplay and learner profiles in two Japanese private universities. Seventy-eight participants responded to 59 items on a digital questionnaire that consisted of four sections: 1) Learner Profiles, 2) Digital Game Usage, 3) Open-Responses, and 4) Demographics. The results of the…
Descriptors: Influence of Technology, Private Colleges, Foreign Countries, Game Based Learning
Derek J. Bischoff; Michael E. Mackay; Sheldon A. Hewlett – Journal of Chemical Education, 2024
Upper-division undergraduate students are introduced to polymer processing using material extrusion fused filament fabrication 3D printing to make poly(lactic acid) (PLA) mechanical testing specimens. Computer aided design and slicing software packages are used to demonstrate the process of preparing 3D computer models for printing. Following the…
Descriptors: Plastics, Mathematical Models, Printing, Computer Peripherals
Joakim Landahl – Learning, Media and Technology, 2024
This article explores the history of digital testing technology. Using an organisation that pioneered the use of international large-scale assessments -- the International Association for the Evaluation of Educational Achievement (IEA) -- I discuss the role of computers, punched cards, answer cards and scanning machines as an example of…
Descriptors: Educational History, Measurement, Testing, Computer Assisted Testing
Junhong Xiao; Aras Bozkurt; Mark Nichols; Angelica Pazurek; Christian M. Stracke; John Y. H. Bai; Robert Farrow; Dónal Mulligan; Chrissi Nerantzi; Ramesh Chander Sharma; Lenandlar Singh; Isak Frumin; Andrew Swindell; Sarah Honeychurch; Melissa Bond; Jon Dron; Stephanie Moore; Jing Leng; Patricia J. Slagter van Tryon; Manuel Garcia; Evgeniy Terentev; Ahmed Tlili; Thomas K. F. Chiu; Charles B. Hodges; Petar Jandric; Alexander Sidorkin; Helen Crompton; Stefan Hrastinski; Apostolos Koutropoulos; Mutlu Cukurova; Peter Shea; Steven Watson; Kai Zhang; Kyungmee Lee; Eamon Costello; Mike Sharples; Anton Vorochkov; Bryan Alexander; Maha Bali; Robert L. Moore; Olaf Zawacki-Richter; Tutaleni Iita Asino; Henk Huijser; Chanjin Zheng; Sunagül Sani-Bozkurt; Josep M. Duart; Chryssa Themeli – TechTrends: Linking Research and Practice to Improve Learning, 2025
Advocates of AI in Education (AIEd) assert that the current generation of technologies, collectively dubbed artificial intelligence, including generative artificial intelligence (GenAI), promise results that can transform our conceptions of what education looks like. Therefore, it is imperative to investigate how educators perceive GenAI and its…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Trends, Trend Analysis
Amy Walker; Kristy Pytash – Voices from the Middle, 2025
Little work has been done to investigate the implementation of innovative technologies, such as virtual reality (VR) and 3D printing, during English language arts instruction in juvenile detention facilities. This study explored how technology integration in restricted spaces can lead students to develop connections and empathy toward others. The…
Descriptors: Adolescents, Middle School Students, Institutionalized Persons, Computer Simulation

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