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Hoter, Elaine; Shapira, Noa – Intercultural Education, 2022
This paper examines an intervention using experiential learning and simulations in a virtual world that can promote social proximity, tolerance, and cooperation in diverse societies. The participants in the study were 125 Jewish and Arab students living in Israel. A mixed linear model for repeated measures analysis that included time of…
Descriptors: Computer Simulation, Intergroup Relations, Proximity, Interaction
Vea, Tanner – British Journal of Educational Technology, 2019
In this paper, I consider a social movement for animal rights as a site of learning about a particular form of ethics. I use a multiliteracies framework, which emphasizes critical consumption and creation across a range of media forms, to consider how learning unfolds using a different kind of medium: the affective body. Activists in this study…
Descriptors: Multiple Literacies, Animals, Ethics, Activism
Stulp, Freek; Oudeyer, Pierre-Yves – Developmental Science, 2018
To harness the complexity of their high-dimensional bodies during sensorimotor development, infants are guided by patterns of freezing and freeing of degrees of freedom. For instance, when learning to reach, infants free the degrees of freedom in their arm proximodistally, that is, from joints that are closer to the body to those that are more…
Descriptors: Motor Development, Comparative Analysis, Human Body, Perceptual Motor Learning
Altmeyer, Kristin; Kapp, Sebastian; Thees, Michael; Malone, Sarah; Kuhn, Jochen; Brünken, Roland – British Journal of Educational Technology, 2020
Learning with hands-on experiments can be supported by providing essential information virtually during lab work. Augmented reality (AR) appears especially suitable for presenting information during experimentation, as it can be used to integrate both physical and virtual lab work. Virtual information can be displayed in close spatial proximity to…
Descriptors: Concept Formation, Scientific Concepts, Pretests Posttests, Teaching Methods
Sawyer, Robert; Rowe, Jonathan; Azevedo, Roger; Lester, James – International Educational Data Mining Society, 2018
Student interactions with game-based learning environments produce a wide range of in-game problem-solving sequences. These sequences can be viewed as trajectories through a game's problem-solving space. In this paper, we present a general framework for analyzing students' problem-solving behavior in game-based learning environments by filtering…
Descriptors: Educational Games, Teaching Methods, Educational Technology, Technology Uses in Education
He, Qiliang; McNamara, Timothy P.; Bodenheimer, Bobby; Klippel, Alexander – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2019
In the current study, we investigated the ways in which the acquisition and transfer of spatial knowledge were affected by (a) the type of spatial relations predominately experienced during learning (routes determined by walkways vs. straight-line paths between locations); (b) environmental complexity; and (c) the availability of rotational…
Descriptors: Transfer of Training, Spatial Ability, Computer Simulation, Retailing
Zimmerman, Heather Toomey; Land, Susan M.; Maggiore, Chrystal; Millet, Chris – Learning, Media and Technology, 2019
Two cases of context-sensitive mobile computing curricula for children are shown to develop analytical understandings of how science-related sense-making talk can be supported through physical and digital environment interaction, which supports play and learning through movement. Our work investigates how proximity-based computing mediates…
Descriptors: Children, Outdoor Education, Handheld Devices, Educational Strategies
Bordnick, Patrick S.; Yoon, Jin H.; Kaganoff, Eili; Carter, Brian – Research on Social Work Practice, 2013
Objectives: The cue-reactivity paradigm has been widely used to assess craving among cigarette smokers. Seeking to replicate and expand on previous virtual reality (VR) nicotine cue-reactivity research on nontreatment-seeking smokers, the current study compared subjective reports of craving for cigarettes when exposed to smoking (proximal and…
Descriptors: Cues, Smoking, Comparative Analysis, Help Seeking
Yeh, Shih-Ching; Hwang, Wu-Yuin; Wang, Jin-Liang; Zhan, Shi-Yi – Interactive Learning Environments, 2013
This study intends to investigate how multi-symbolic representations (text, digits, and colors) could effectively enhance the completion of co-located/distant collaborative work in a virtual reality context. Participants' perceptions and behaviors were also studied. A haptics-enhanced virtual reality task was developed to conduct…
Descriptors: Computer Simulation, Cooperation, Electronic Learning, Visual Aids
Veksler, Vladislav D.; Gray, Wayne D.; Schoelles, Michael J. – Cognitive Science, 2013
Reinforcement learning (RL) models of decision-making cannot account for human decisions in the absence of prior reward or punishment. We propose a mechanism for choosing among available options based on goal-option association strengths, where association strengths between objects represent previously experienced object proximity. The proposed…
Descriptors: Proximity, Decision Making, Goal Orientation, Cognitive Processes