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Ishant Singhal; Guru Ratan Satsangee; Lakshya Bhardwaj; Gaurang S. Sharma; Anand Swarup Chandrakar; Hritav Gupta; Gargi Malik; Bobby Tyagi; Ankit Sahai; Rahul Swarup Sharma – IEEE Transactions on Learning Technologies, 2024
3D-printing (3DP) is a rapidly evolving sector and is advancing at an unmatched pace. Integrating digital-based approaches to disseminate knowledge within institutional curricula is crucial for mainstreaming knowledge. This work explores the development of a virtual lab (VL) for additive manufacturing (AM), using an interactive VL simulator. The…
Descriptors: Computer Peripherals, Printing, Laboratories, Computer Simulation
Thomas-Seale, L. E. J.; Kanagalingam, Sanjeevan; Kirkman-Brown, J. C.; Attallah, M. M.; Espino, D. M.; Shepherd, D. E. T. – International Journal of Technology and Design Education, 2023
Additive manufacturing (AM) is projected to require 60,000 jobs in the UK by 2025, but there are a series of barriers to the industrial application. One of the most problematic is non-comprehensive knowledge in design for AM (DfAM). This study aims to test the effect of two undergraduate DfAM teaching approaches. A visual and audial approach…
Descriptors: Foreign Countries, Manufacturing, Computer Peripherals, Printing
Victoria Damjanovic; Laura Harrison – Social Studies and the Young Learner, 2023
The authors introduce the readers to a project that highlights digital heritage in early childhood. The highlighted teachers partnered with an anthropologically-trained archaeologist who utilizes advanced digital technologies to enhance public understanding of cultural heritage. This collaboration emphasized social studies and reinforced…
Descriptors: Archaeology, Context Effect, Learner Engagement, Spatial Ability
Black, Michael; Green, Ricky – Information Systems Education Journal, 2018
For students seeking careers not related to the computer sciences, the task of installation, configuration and maintenance of software on business class systems may be an essential skill. Dedicated computers are essential to these kinds of courses, but the constraints of university computer labs prohibit their use. Other solutions exist, but…
Descriptors: Computer Peripherals, Information Systems, Computer Science Education, Computer Uses in Education
Rosenblum, Jason; Hughes, Joan E. – Journal of Ethnographic & Qualitative Research, 2017
Using a phenomenological study of educational games, this article describes how computer-based digital tools were used to simultaneously record computer applications (such as games), voice and sounds, participant facial expressions, and gestures to enliven phenomenological interviews and provide rich, thickly described data. In a study,…
Descriptors: Phenomenology, Educational Games, Recall (Psychology), Protocol Analysis
Puzziferro, Maria; McGee, Elisabeth – Online Journal of Distance Learning Administration, 2021
The COVID-19 pandemic has led to an unprecedented shift in how health science education is delivered (Sandars et al., 2020). With face-to-face learning, such as lab and classroom interactions, largely unavailable during the pandemic, institutions have been required to quickly shift the learning environment to a fully virtual format. While…
Descriptors: COVID-19, Pandemics, Health Sciences, Laboratories
West, Jan; Veenstra, Anneke – Australian Journal of Education, 2012
Traditional practical classes in many countries are being rationalised to reduce costs. The challenge for university educators is to provide students with the opportunity to reinforce theoretical concepts by running something other than a traditional practical program. One alternative is to replace wet labs with comparable computer simulations.…
Descriptors: Student Attitudes, Computer Simulation, Physiology, Laboratories
Guclu, Burak – Advances in Physiology Education, 2007
Electrical stimulation of nerve and muscle tissues is frequently used for teaching core concepts in physiology. It is usually expensive to provide every student group in the laboratory with an individual stimulator. This article presents the design and application of a low-cost [about $100 (U.S.)] isolated stimulator that can be controlled by two…
Descriptors: Laboratories, Physiology, Core Curriculum, Scientific Concepts
Brecht, H. David; Ogilby, Suzanne M. – Journal of Information Technology Education, 2008
This study empirically tests the feasibility and effectiveness of video lectures as a form of video instruction that enables a comprehensive teaching strategy used throughout a traditional classroom course. It examines student use patterns and the videos' effects on student learning, using qualitative and nonparametric statistical analyses of…
Descriptors: Student Surveys, Comparative Analysis, Instructional Effectiveness, Cognitive Style
Martinez-Torres, M. R.; Toral, S. L. Marin; Garcia, F. Barrero; Vazquez, S. Gallardo; Oliva, M. Arias; Torres, T. – Behaviour & Information Technology, 2008
The application of scientific tools to analyse the use of Internet-based e-learning tools in academic settings is in general an ignored area. E-learning tools are actually an emergent topic as a result of the new ideas introduced by the European Higher Education Area. Lifelong learning, or the promotion of student initiative, is the new paradigm…
Descriptors: Higher Education, Student Attitudes, Lifelong Learning, Laboratories

Pantelidis, Veronica S. – Computer Applications in Engineering Education, 1997
Virtual Reality (VR) offers benefits to engineering education. This article defines VR and describes types; outlines reasons for using VR in engineering education; provides guidelines for using VR; presents a model for determining when to use VR; discusses VR applications; and describes hardware and software needed for a low-budget VR and…
Descriptors: Computer Peripherals, Computer Software, Cost Effectiveness, Educational Benefits