Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 8 |
Since 2006 (last 20 years) | 13 |
Descriptor
Source
Author
Publication Type
Speeches/Meeting Papers | 18 |
Reports - Research | 13 |
Journal Articles | 4 |
Reports - Descriptive | 3 |
Guides - Non-Classroom | 1 |
Information Analyses | 1 |
Reports - Evaluative | 1 |
Education Level
Higher Education | 9 |
Postsecondary Education | 9 |
Elementary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Garcia, Brittany; Chun, Soo; Kicklighter, Caleb; Mai, Bin; Palma, Marco; Seo, Jinsil Hwaryoung – International Association for Development of the Information Society, 2021
Virtual reality recently expanded to collaborative and social networking environments where users interact with virtual characters (VCs) of various appearances and behaviors, often impacting the quality of experience. In this paper, we present preliminary survey results of perceptions about characteristics of VCs and a user study of a VR lecture…
Descriptors: Computer Simulation, Computer Oriented Programs, Lecture Method, Student Experience
Barbara Bruschi; Theofild-Andrei Lazar; Manuela Repetto; Fabiola Camandona; Melania Talarico; Damaris Baciu; Simone Zamarian – International Association for Development of the Information Society, 2024
This study presents an innovative approach to promoting the international attractiveness of the University of Turin (UniTo) through synergy with the University of the West Timi?oara in the "UNITorientA" project. In particular, the focus is developing a gamified virtual tour to offer students an interactive immersion in university spaces.…
Descriptors: Game Based Learning, Universities, Philosophy, Departments
Devine, Kevin; Chang, Yi-hsiang Isaac; Klitzing, Gunnar – Engineering Design Graphics Journal, 2019
Recent developments in Virtual Reality (VR) technology has prompted the manufacturing industry and software vendors to investigate VR's potential for process enhancement. In this paper, we present a study to investigate whether using VR could reduce an individual's cognitive workload during the process of programming an industrial robot. The…
Descriptors: Computer Simulation, Cognitive Processes, Difficulty Level, Programming
Ntaba, Afika; Jantjies, Mmaki – International Association for Development of the Information Society, 2019
Open and distance learning (ODL) education provides an opportunity for prospective students who require flexibility in education enabling learning without traditional face to face lecture sessions. Previous literature indicated that there has been a growing curiosity amongst educators, researchers, and pedagogues on employing modern visualization…
Descriptors: Open Education, Distance Education, Computer Simulation, Educational Research
Rattanarungrot, Sasithorn; White, Martin; Newbury, Paul – International Association for Development of the Information Society, 2014
This paper describes the design of our service-oriented architecture to support mobile multiple object tracking augmented reality applications applied to education and learning scenarios. The architecture is composed of a mobile multiple object tracking augmented reality client, a web service framework, and dynamic content providers. Tracking of…
Descriptors: Handheld Devices, Electronic Learning, Learning Experience, Educational Experience
Smyrnova-Trybulska, Eugenia – International Association for Development of the Information Society, 2019
The article focuses on an overview of evolution, trends, methods, examples and analyses of the experience of e-learning. The author presents theoretical and practical aspects of the use of e-learning in higher education, based on her own long-time experience. The paper comprises a description of stages of e-learning evolution and discusses such…
Descriptors: Electronic Learning, Educational Trends, Educational Technology, Technology Uses in Education
Kruk, Mariusz – Teaching English with Technology, 2017
The purpose of this study was to investigate prospective teachers' experiences in utilizing "Second Life" for learning English, differentiating between personal use of the said virtual world for learning the English language and its potential use for teaching English in the future. The results showed that the students perceived the use…
Descriptors: Preservice Teachers, Computer Simulation, Electronic Learning, English (Second Language)
Bédi, Branislav; Arnbjörnsdóttir, Birna; Vilhjálmsson, Hannes Högni; Helgadóttir, Hafdís Erla; Ólafsson, Stefán; Björgvinsson, Elías – Research-publishing.net, 2016
This paper describes how beginners of Icelandic as a foreign and second language responded to playing the first scene in Virtual Reykjavik, a video game-like environment where learners interact with virtual characters--Embodied Conversational Agents (ECAs). This game enables learners to practice speaking and listening skills, to learn about the…
Descriptors: Second Language Learning, Indo European Languages, Video Games, Second Language Instruction
Beck, Dennis; Warren, Scott Joseph; Kraybill, Anne – AERA Online Paper Repository, 2016
As school funding in the U.S. continues to drop or stagnate, arts education programs have suffered, particularly in poor districts. One approach to overcoming this problem has been for non-profit organizations to develop innovative curricula with technology components that allow students to learn about art without having to leave the classroom. In…
Descriptors: Art Education, Nonprofit Organizations, Curriculum Development, Museums
Yeh, Andy; Chandra, Vinesh – Mathematics Education Research Group of Australasia, 2015
Learning mathematics is a complex and dynamic process. In this paper, the authors adopt a semiotic framework (Yeh & Nason, 2004) and highlight programming as one of the main aspects of the semiosis or meaning-making for the learning of mathematics. During a 10- week teaching experiment, mathematical meaning-making was enriched when primary…
Descriptors: Programming, STEM Education, Mathematics Education, Semiotics
Chang, Chiung-sui; Huang, Ya-Ping – International Association for Development of the Information Society, 2013
To ensure the quality of digital simulation game, we utilized the usability evaluation heuristic in the design and development processes of e-café operational management game-based learning material for students. The application of usability evaluations during this study is described. Additionally, participant selection, data collection and…
Descriptors: Usability, Computer Simulation, Computer Games, Heuristics
Nocchi, Susanna – The EUROCALL Review, 2012
This paper describes the author's experience with a pilot course of Italian in SL®[superscript 2]. The course is part of a PhD research on "Exploring the potential of virtual worlds to promote Intercultural Awareness in students learning Italian as a Foreign Language." In the paper the author will justify her choice of virtual worlds for…
Descriptors: Intercultural Programs, Cultural Awareness, Italian, Program Descriptions
Jauregi, Kristi; de Graaff, Rick; Canto, Silvia – European Association for Computer-Assisted Language Learning (EUROCALL), 2011
Organizing and implementing telecollaboration projects in foreign language curricula is not an easy endeavour (Belz & Thorne, 2006; Guth & Helm, 2010), as pedagogical, organizational and technical issues have to be addressed before cross-cultural interaction sessions can be carried out (O'Dowd & Ritter, 2006). These issues make many teaching…
Descriptors: Second Language Instruction, Intercultural Communication, Foreign Countries, Video Technology
Nuccio, Eugene J. – 1989
Numerous studies suggest that field experiences focus student attention on short-term survival strategies; they do not provide a systematic investigation of alternative theories of learning and instruction. Students attend to management techniques but do not develop a more reflective approach to instruction. If this is so, students at different…
Descriptors: Computer Simulation, Decision Making, Field Experience Programs, Higher Education

Lawton, Carol A.; Morrin, Kevin A. – Sex Roles: A Journal of Research, 1999
Studied differences in pointing accuracy in computer-simulated mazes as a function of maze complexity and training effects. Results with 219 college students indicate that, although pointing accuracy remained higher for men, pointing performance can be modified by experience. (SLD)
Descriptors: College Students, Computer Assisted Testing, Computer Simulation, Experience
Previous Page | Next Page »
Pages: 1 | 2