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Daniel Rodríguez; Marco Guzman; Pedro Brito; Roberto Llorens – Journal of Speech, Language, and Hearing Research, 2025
Purpose: This study investigated the ecological validity of conventional voice assessments by comparing the self-perceived voice quality and acoustic characteristics of voice production during these assessments to those in a simulated environment with varying distracting conditions and noise levels. Method: Forty-two university professors (26…
Descriptors: Acoustics, Auditory Stimuli, Computer Simulation, Simulated Environment
Alyssa P. Lawson; Richard E. Mayer – Journal of Computer Assisted Learning, 2024
Background: Immersive virtual reality (IVR) is a new technology that could motivate learners, but also could contain distracting elements that increase cognitive demands on learners. In contrast, learning with conventional media, such as a narrated slideshow could be less motivating, but also less distracting. Objectives: This experiment…
Descriptors: Computer Simulation, Individual Differences, Learning, Executive Function
Aydogdu, Fatih – British Journal of Educational Technology, 2022
This study was conducted to test the effect of the augmented reality-based program on the motivation, attention and conceptual skills of preschool children. The research was conducted according to the pretest-posttest control group quasi-experimental design: 13 participants (6 girls, 7 boys) in the experimental group and 13 (5 girls, 8 boys) in…
Descriptors: Computer Simulation, Educational Technology, Preschool Children, Student Motivation
Rodero, Emma; Larrea, Olatz – Comunicar: Media Education Research Journal, 2022
The ability to communicate effectively is a crucial aspect of education. For college students, learning how to speak in public is essential for their academic and professional future. However, many students report fear of speaking in public, the so-called Public Speaking Anxiety (PSA). This study aims to implement a training program using Virtual…
Descriptors: Computer Simulation, Public Speaking, Anxiety, College Students
Jon-Chao Hong; Jhen-Ni Ye; Jian-Hong Ye; Ling-Wen Kung – Interactive Learning Environments, 2024
Attentional control theory indicates that concentration is considered an important variable that contributes to learning. There are some devices for players to practice their concentration, but there are few virtual reality (VR) designs which can increase the level of difficulty for students to discipline their mental concentration with…
Descriptors: Attention Control, Predictor Variables, Cognitive Processes, Difficulty Level
Rappa, Natasha Anne; Ledger, Susan; Teo, Timothy; Wai Wong, Kok; Power, Brad; Hilliard, Bruce – Interactive Learning Environments, 2022
This scoping review examines studies using eye tracking technology to monitor learning and performance in virtual or mixed reality settings. The aim of this review is to describe the various ways in which eye tracking devices have been deployed in relation to key aspects of virtual reality and mixed reality environments, list the eye tracking…
Descriptors: Eye Movements, Technology Uses in Education, Academic Achievement, Computer Simulation
Yiqiu Zhou; Jina Kang – Journal of Learning Analytics, 2023
Collaboration is a complex, multidimensional process; however, details of how multimodal features intersect and mediate group interactions have not been fully unpacked. Characterizing and analyzing the temporal patterns based on multimodal features is a challenging yet important work to advance our understanding of computer-supported collaborative…
Descriptors: Attention Control, Cooperative Learning, Data Analysis, Computer Assisted Instruction
Kruk, Mariusz – Computer Assisted Language Learning, 2022
The first part of the paper offers the characteristics of the affective variables of willingness to communicate, motivation, language anxiety and boredom as located within the framework of the complex dynamic systems. The second part aims to discuss the results of a study intended to examine the effect of "Second Life" on two English…
Descriptors: Student Attitudes, Communication (Thought Transfer), Student Motivation, Attention Control
Asmaa Sakr; Tariq Abdullah – Education and Information Technologies, 2024
Virtual and Augmented Reality technologies have emerged as promising tools in the education sector, offering new possibilities for immersive learning experiences. Many researchers have focused their research on examining the potential of these technologies in education from different perspectives. However, it was discovered that there are research…
Descriptors: Computer Simulation, Technology Uses in Education, Physical Environment, Learning Analytics
McGovern, Enda; Moreira, Gerardo; Luna-Nevarez, Cuauhtemoc – Journal of Education for Business, 2020
Virtual reality (VR) technology is making its mark across market sectors (e.g., gaming, healthcare, tourism). This paper examines the use of VR in education, specifically in business classes, to better understand how this technology can help students improve their communication skills associated in delivering effective presentations and…
Descriptors: Computer Simulation, Business Administration Education, Technology Integration, Affordances
Yang, Xiaozhe; Lin, Lin; Cheng, Pei-Yu; Yang, Xue; Ren, Youqun; Huang, Yueh-Min – Educational Technology Research and Development, 2018
This study explores the effects of immersive VR on an individual's creativity and factors related to creativity including flow, attention and meditation (i.e., mental relaxation or stress). Sixty undergraduate students were invited to participate in an open-ended challenge to design a wearable technology functioning as a smart phone individually,…
Descriptors: Creativity, Computer Simulation, Stress Variables, Undergraduate Students
Fominykh, Mikhail; Prasolova-Førland, Ekaterina; Stiles, Tore C.; Krogh, Anne Berit; Linde, Mattias – Journal of Interactive Learning Research, 2018
This paper presents a concept for designing low-cost therapeutic training with biofeedback and virtual reality. We completed the first evaluation of a prototype--a mobile learning application for relaxation training, primarily for adolescents suffering from tension-type headaches. The system delivers visual experience on a head-mounted display. A…
Descriptors: Therapy, Relaxation Training, Biofeedback, Computer Simulation
Hubner, Ronald; Steinhauser, Marco; Lehle, Carola – Psychological Review, 2010
The dual-stage two-phase (DSTP) model is introduced as a formal and general model of selective attention that includes both an early and a late stage of stimulus selection. Whereas at the early stage information is selected by perceptual filters whose selectivity is relatively limited, at the late stage stimuli are selected more efficiently on a…
Descriptors: Attention Control, Evaluation Methods, Psychology, Attention
Aberle, Ingo; Rendell, Peter G.; Rose, Nathan S.; McDaniel, Mark A.; Kliegel, Matthias – Developmental Psychology, 2010
Previous research has identified the age prospective memory paradox of age-related declines in laboratory settings in contrast to age benefits in naturalistic settings. Various factors are assumed to account for this paradox, yet empirical evidence on this issue is scarce. In 2 experiments, the present study examined the effect of task setting in…
Descriptors: Motivation, Young Adults, Age Differences, Laboratories
Roelofs, Ardi – Journal of Experimental Psychology: General, 2008
Since W. Wundt (1904) and H. J. Watt (1906), researchers have found no agreement on how goals direct word retrieval. A prevailing associative account (E. K. Miller & J. D. Cohen, 2001) holds that goals bias association strength, which determines retrieval latency and whether irrelevant words interfere. A symbolic account (A. Roelofs, 2003) holds…
Descriptors: Semantics, Reaction Time, Semiotics, Attention Control
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