Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 3 |
Descriptor
Author
Chen, Jr-Yi | 1 |
Chen, Zhi-Hong | 1 |
Chi-Poot, Angel | 1 |
Martin-Gonzalez, Anabel | 1 |
Saeed, Nauman | 1 |
Sinnappan, Sukunesan | 1 |
Teng, Chin-Hung | 1 |
Uc-Cetina, Victor | 1 |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Tests/Questionnaires | 3 |
Education Level
Higher Education | 3 |
Postsecondary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Teng, Chin-Hung; Chen, Jr-Yi; Chen, Zhi-Hong – Journal of Educational Computing Research, 2018
Although the learning of programming language is critical in science and technology education, it might be difficult for some students, especially novices. One possible reason might be the fact that programming language, especially for three-dimensional (3D) applications, is too complex and abstract for these students to understand. Programming…
Descriptors: Computer Simulation, Simulated Environment, Programming, Computer Science Education
Martin-Gonzalez, Anabel; Chi-Poot, Angel; Uc-Cetina, Victor – Innovations in Education and Teaching International, 2016
Augmented reality (AR) is one of the emerging technologies that has demonstrated to be an efficient technological tool to enhance learning techniques. In this paper, we describe the development and evaluation of an AR system for teaching Euclidean vectors in physics and mathematics. The goal of this pedagogical tool is to facilitate user's…
Descriptors: Teaching Methods, Mathematics Instruction, Physics, Science Instruction
Saeed, Nauman; Sinnappan, Sukunesan – International Journal of Virtual and Personal Learning Environments, 2013
Second Life is a three dimensional multi-user virtual environment within the Web 2.0 suite of applications which has gained wide spread popularity amongst educators in the recent years. However, limited empirical research has been reported on the adoption of Second Life, especially within higher education. The majority of technology adoption…
Descriptors: Web 2.0 Technologies, Educational Technology, Technology Uses in Education, Higher Education