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Malte Rolf Teichmann – IEEE Transactions on Learning Technologies, 2025
Due to the rise of virtual reality and the--at least now--hypothetical construct of the Metaverse, learning processes are increasingly transferred to immersive virtual learning environments. While the literature provides few design guidelines, most papers miss an application and evaluation description of the design and development processes. As a…
Descriptors: Instructional Design, Computer Simulation, Educational Environment, Learning Processes
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Yushan Kuerban; Solomon Sunday Oyelere; Ismaila Temitayo Sanusi – International Journal of Technology in Education and Science, 2025
Dyslexia is a learning disability that significantly hinders students' abilities to read and comprehend educational materials, posing a substantial challenge within educational environments. This paper introduces an innovative educational system, ReadSmart, that integrates both Augmented Reality (AR) and Generative Artificial Intelligence (GenAI)…
Descriptors: Artificial Intelligence, Natural Language Processing, Technology Uses in Education, Computer Simulation
Emmanuel Dumbuya – Online Submission, 2025
The exponential growth of online learning has catalyzed significant pedagogical innovations and transformed the educational landscape. This paper explores the emerging trends in online learning, including the shift towards blended learning, the rise of personalized learning, and the integration of technology-enhanced pedagogical practices. The…
Descriptors: Educational Trends, Electronic Learning, Educational Innovation, Teaching Methods
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Silvia Heubach; Tuyetdong Phan-Yamada – Journal of Statistics and Data Science Education, 2025
We describe a hands-on project in which students collect data on the impact of distracted driving on driver reaction time. Initially they do this in class via a virtual driving applet, using themselves and fellow students as test subjects. Different applet versions simulate driving with and without distraction and measure the time it takes to…
Descriptors: Statistics, Relevance (Education), Student Projects, Experiential Learning
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Mukesh Kumar Rohil; Saksham Mahajan; Trishna Paul – Education and Information Technologies, 2025
Intelligent Tutoring Systems (ITS) and Augmented Reality (AR) have become greatly popular in current scenario, especially for helping students in mastering difficult subjects through a variety of different methods with the implementation of smart algorithms. There are many papers in the current literature that discuss the ITS architecture and the…
Descriptors: Intelligent Tutoring Systems, Artificial Intelligence, Physical Environment, Simulated Environment
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David Tomczyk; Atul Teckchandani – Management Teaching Review, 2025
Despite the many theories supporting experiential learning, there is little guidance on how to design effective experiential exercises. To address this gap, we adapt insights from gamification research to devise a step-by-step process that management instructors may use to design effective experiential exercises for use in face-to-face and virtual…
Descriptors: Experiential Learning, Gamification, In Person Learning, Electronic Learning
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Michael Hast – Higher Education Studies, 2025
The rapid shift towards online learning in higher education has transformed the landscape of essential academic skills, with presentation abilities emerging as a crucial competency for student success. This paper addresses the challenges and opportunities associated with teaching presentation skills in a distance education context. Traditional…
Descriptors: Distance Education, Computer Simulation, Online Courses, Outcomes of Education
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Paul Meara; Imma Miralpeix – Vocabulary Learning and Instruction, 2025
This paper is part 5 of a series of workshops that examines the properties of some simple models of vocabulary networks. While previous workshops dealt with activating words in the network, this workshop focuses on vocabulary loss. We will simulate two possible ways of modelling attrition: (a) explicitly turning active words OFF, and (b) raising…
Descriptors: Vocabulary Development, Workshops, Models, Networks
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Michael Fowler – Journal of Political Science Education, 2025
Wargames and crisis simulations can be useful pedagogical tools when deliberately used. This paper explores the spectrum of pedagogical objectives; what use are wargames for learning? What types of objectives can they explore? How do you align the learning objectives with the right type of game? The paper leverages Bloom's Taxonomy of learning as…
Descriptors: College Students, College Faculty, Educational Games, Computer Games
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Ethan P. McNaughton; Liam Bilbie; Matea Zuljevic; Lauren K. Allen; Daiana-Roxana Pur; Roy Eagleson; Sandrine Ribaupierre – Anatomical Sciences Education, 2025
In this article, we introduce a new virtual application that offers an interactive model of the brain for neuroanatomy education. Through a dual-platform architecture, the application can be downloaded on both desktop and mobile devices, with the mobile app leveraging unique capacities of modern handheld systems to deploy the brain model in…
Descriptors: Undergraduate Students, Anatomy, Brain, Science Instruction