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David M. Rehfeld; Payton DeMeyer; Abby Kugler; Kristin Pelczarski – Teaching and Learning in Communication Sciences & Disorders, 2025
Simulated learning experiences (SLEs) are becoming increasingly popular in communication sciences and disorders (CSD) training programs. This pilot study examines the relative effectiveness of delivering a SLE via standard computer or using virtual reality headsets for a more immersive learning experience. Seventy undergraduate CSD students were…
Descriptors: Communication Disorders, Undergraduate Students, Listening Skills, Skill Development
Ma, Chun-Wai; Cheng, Pui-Sum; Chan, Ying-Shing; Tipoe, George Lim – Advances in Physiology Education, 2023
The usefulness of virtual reality (VR) technology in physiology education is largely unexplored. Although VR has the potential to enrich learning experience by enhancing the spatial awareness of students, it is unclear whether VR contributes to active learning of physiology. In the present study, we used a mixed-method research approach to…
Descriptors: Computer Simulation, Technology Uses in Education, Active Learning, Physiology
Gurjinder Singh; Faizan Ahmad – Smart Learning Environments, 2024
Augmented reality (AR) stands as a widely embraced technology that significantly enhances learning experiences for students. AR offers an instructional approach supported by technological design, thereby fostering enriched learning interactions. This research proposes an interactive AR framework, intended to create an augmented reality learning…
Descriptors: Electronics, Engineering Education, College Students, Computer Simulation
Stephanie Gangemi – Journal of Teaching in Social Work, 2025
Few studies examine the use of live actors in simulated training for social work students. This paper offers a programmatic exemplar on the implementation of simulation training in ethical decision-making using professional live actors. It offers original findings on the experiences of Bachelor of Social Work and Master of Social Work students (n…
Descriptors: Ethics, Social Work, Counselor Training, Interdisciplinary Approach
Ho Xue Li Shirley; Kean Wah Lee – International Journal of Computer-Assisted Language Learning and Teaching, 2023
Virtual and augmented reality have grown in popularity as learning tools in the workplace in recent years. This study looks at how corporate learners perceive the use of extended reality technology in the workplace. Corporate learners utilise a variety of learning technologies, and their opinions of these resources have an impact on their adoption…
Descriptors: Employee Attitudes, Workplace Learning, Simulated Environment, Computer Simulation
Trinh Le Tan; Hoai Thu Thi Nguyen; Nguyen Chau Ngoc Khanh; Thanh Hien Thi Le; Uyen Truong Hoang Vo – Journal of Information Technology Education: Research, 2024
Aim/Purpose: The study aims to analyze the elements/factors that impact students' augmented reality/virtual reality (AR/VR) adoption through their behavior in Vietnamese higher education. In particular, the research demonstrates the influences of and relationships between multiple goals, learner experience, and barriers to adopting AR/VR.…
Descriptors: Computer Simulation, Technology Uses in Education, Student Behavior, Learning Experience
McKown, Georgia; Hirsch, Shanna E.; Carlson, Alex; Allen, Abigail A.; Walters, Sharon – Journal of Digital Learning in Teacher Education, 2021
Special educators are expected to implement High-Leverage Practices to support diverse learners. This article describes the findings from a mixed-reality simulation project structured around the framework of connected learning. The project sought to evaluate how 30 preservice teacher candidates in special education feel about mixed-reality…
Descriptors: Preservice Teachers, Special Education Teachers, Computer Simulation, Learning Experience
Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
Limei Shan – International Journal of Technology in Teaching and Learning, 2023
This paper explores the impact of AI applications in adaptive learning on learners with varying levels of Chinese proficiency and diverse learning needs. The study investigates the robustness of VR technology in enhancing Chinese oral proficiency and pragmatic skills among 1st year and 2nd year learners. It compares the established VR app Mondly…
Descriptors: Artificial Intelligence, Chinese, Second Language Learning, Second Language Instruction
Gamo, Javier – IEEE Transactions on Education, 2019
Contribution: There are many on-line resources available to learn about optics and photonics, but no assessment tools exist to evaluate the learning achievements. This paper presents an assessment framework whose validity has been proven on a course with over 70 engineering students. Background: There is evidence that on-line resources complement…
Descriptors: Optics, Engineering Education, Computer Software, Validity
Liao, Jian; Lu, Xiaofei – Language Learning & Technology, 2018
The importance of authentic communicative practices in foreign language (FL) learning has long been recognized. However, most FL learners lack adequate access to authentic communicative environments in the target language. In this article, we propose the use of telepresence robots as a potential solution to bridge this gap. Telepresence robots can…
Descriptors: Robotics, English (Second Language), Second Language Learning, Second Language Instruction
Liu, Chiung-Lin – Interactive Learning Environments, 2017
This study used OpenTTD, a video game that supports in-depth experiential learning, to evaluate undergraduate students' opinions regarding supply chain and logistics management learning. The 101 undergraduate participants were assigned to either an experimental group or a control group. From the post-test questionnaires, the analytical results…
Descriptors: Undergraduate Students, Control Groups, Experimental Groups, Questionnaires
Manburg, Jamie; Moore, Rashid; Griffin, David; Seperson, Marvin – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2017
This paper discusses preservice teachers' perceptions of an online, in-house diversity simulation in an undergraduate teacher education program conducted over a 3-year period. The diversity simulation was a nontraditional capstone experience for 193 preservice teachers in majors ranging from early childhood to secondary education. The diversity…
Descriptors: Undergraduate Students, Teacher Education Programs, Online Courses, Computer Simulation