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Showing 1 to 15 of 20 results Save | Export
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Lauren Eutsler; Christopher Sean Long – TechTrends: Linking Research and Practice to Improve Learning, 2024
Virtual reality is a rapidly growing technological innovation that continues to garner attention for use in education. This self-study of two teacher educators spans immersive head-mounted virtual reality implementation from 2014-2023 with middle-grades students, preservice teachers, and adult learners. Empirical data sources include learner…
Descriptors: Computer Simulation, Assistive Technology, Educational Technology, Middle School Students
Overton, Andreana L. – ProQuest LLC, 2023
Virtual reality (VR) as an emerging technology has extreme potential to revolutionize online higher education for adult students through immersive and engaging learning experiences. Lower cost and advancing research in VR technology and immersive simulation software offers unique opportunities for adult students to engage in a virtual learning…
Descriptors: Adult Learning, Computer Simulation, Technology Uses in Education, Adult Students
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Figueroa, Roberto Bacani, Jr. – Asian Association of Open Universities Journal, 2023
Purpose: The purpose of this study is to describe an educational virtual reality (VR) photo-based tour used in an online course and investigate the influence of immersive capability on the dimensions of spatial presence and their relationship with learning-related variables. Design/methodology/approach: The study employs a descriptive and an…
Descriptors: Computer Simulation, Electronic Learning, Spatial Ability, Learner Engagement
Amiee M. Wagner – ProQuest LLC, 2023
Despite an extensive amount of research examining students' perceptions of alternative laboratory experiences, little focus has been aimed at the perceptions of adult learners. This two-phase mixed-methods study investigated the preferred at-home laboratory experience, and the factors that played a significant role in the user experiences, of…
Descriptors: Science Laboratories, Hands on Science, Computer Simulation, Adult Students
Meeder, Rebecca L. – ProQuest LLC, 2012
The purpose of this study was to discover which andragogical characteristics and expectations of adult learners manifested themselves in the three-dimensional, multi-user virtual environment known as Second Life. This digital ethnographic study focused specifically on adult students within the University of Hawai'i Second Life group and their…
Descriptors: Adult Students, College Students, Andragogy, Expectation
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Whitton, Nicola – Electronic Journal of e-Learning, 2012
Digital games have the potential to create active and engaging environments for learning, supporting problem-solving, communication and group activities, as well as providing a forum for practice and learning through failure. The use of game techniques such as gradually increasing levels of difficulty and contextual feedback support learning, and…
Descriptors: Educational Games, Adult Students, Teaching Methods, Computer Games
Levitan, Ellen P. – ProQuest LLC, 2010
Many university administrators are unaware of the increasing use of computer technologies for educating employees. This study explored higher education administrators' perceptions of computer technology for university administrator learning. A treatment group of UC Berkeley administrative employees was assigned to use an online simulation; a…
Descriptors: Higher Education, Employees, Computers, Control Groups
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Keskitalo, Tuulikki – Australasian Journal of Educational Technology, 2012
Expectations for simulations in healthcare education are high; however, little is known about healthcare students' expectations of the learning process in virtual reality (VR) and simulation-based learning environments (SBLEs). This research aims to describe first-year healthcare students' (N=97) expectations regarding teaching, studying, and…
Descriptors: Foreign Countries, Adult Learning, Adult Students, Expectation
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Shao, Kun; Maher, Peter – Interactive Technology and Smart Education, 2012
Purpose: Teaching advanced technical concepts in a computer science program to students of different technical backgrounds presents many challenges. The purpose of this paper is to present a detailed experimental pedagogy in teaching advanced computer science topics, such as computer networking, telecommunications and data structures using…
Descriptors: Computer Assisted Instruction, Active Learning, Telecommunications, Computer Networks
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Frank, Anders – Simulation & Gaming, 2012
A risk associated with the use of games in training and education is that players "game the game," instead of focusing on their learning goals. The term "gamer mode" is proposed to describe this attitude. A player with a gamer-mode attitude strives to achieve goals that are optimal for winning the game, but suboptimal with…
Descriptors: Foreign Countries, Student Attitudes, Educational Objectives, War
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Beckem, John M., II; Watkins, Michael – Journal of Asynchronous Learning Networks, 2012
Higher education institutions are under significant pressure to provide affordable, sustainable approaches that will prepare their students with the skills they will need after graduation to achieve success in the 21st Century workplace. Digital Media Simulations are among the new technologies that have emerged with the promise to help…
Descriptors: Computer Simulation, Asynchronous Communication, Learner Engagement, Educational Technology
Wilen-Daugenti, Tracey – Peter Lang New York, 2012
Higher education in the U.S. has traditionally prepared students for work and social success, but with families, work, and society itself undergoing revolutionary change, is this preparation sufficient to develop the 21st-century workforce? This book explores how evolving family structures, new ways of balancing work and personal lives, and rapid…
Descriptors: Higher Education, Industry, Influence of Technology, Social Change
Eldakak, Sam – Online Submission, 2012
Computers can help the range of ways learners build up their own perception. Students who collect data from the Internet can be self-directed and independent. They can select sources to study and the connections to follow. Relying on the bounds laid down by teachers, the students may be in full control of their subjects and their studies. Students…
Descriptors: Computer Uses in Education, Computer Software, Educational Technology, Multimedia Materials
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Wootton, Danielle; Stone, Barras Kenneth – Journal of European Industrial Training, 2010
Purpose: The purpose of this paper is to explore how professional skills training in making ethical decisions for redundancy selection, can be utilised though interactive role play, in a virtual learning environment. Design/methodology/approach: A pilot study was undertaken with a group of part time mature students pursuing a professional…
Descriptors: Foreign Countries, Interviews, Legal Education (Professions), Focus Groups
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Booth, Paula; Henderson-Begg, Stephanie – Journal of Interactive Learning Research, 2011
Invited as a paper from E-Learn 2009 This study compared two programmes developed as a learning tool for students to practise basic laboratory procedures. One was a Flash simulation programme, the other a Second Life virtual reality programme. A cohort of 93 bioscience students participated in the between trial. A control group was used to…
Descriptors: Foreign Countries, Educational Technology, Laboratory Procedures, Science Instruction
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