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Wu, Hsin-Kai; Lee, Silvia Wen-Yu; Chang, Hsin-Yi; Liang, Jyh-Chong – Computers & Education, 2013
Although augmented reality (AR) has gained much research attention in recent years, the term AR was given different meanings by varying researchers. In this article, we first provide an overview of definitions, taxonomies, and technologies of AR. We argue that viewing AR as a concept rather than a type of technology would be more productive for…
Descriptors: Educational Technology, Teaching Methods, Electronic Learning, Taxonomy
Potkonjak, Veljko; Vukobratovi, Miomir; Jovanovi, Kosta; Medenica, Miroslav – Computers & Education, 2010
The implementation of the distance learning and e-learning in technical disciplines (like Mechanical and Electrical Engineering) is still far behind the grown practice in narrative disciplines (like Economy, management, etc.). This comes out from the fact that education in technical disciplines inevitably involves laboratory exercises and this…
Descriptors: Electronic Learning, Mathematical Models, Laboratory Equipment, Distance Education
deNoyelles, Aimee; Seo, Kay Kyeong-Ju – Computers & Education, 2012
A 3D multi-user virtual environment holds promise to support and enhance student online learning communities due to its ability to promote global synchronous interaction and collaboration, rich multisensory experience and expression, and elaborate design capabilities. Second Life[R], a multi-user virtual environment intended for adult users 18 and…
Descriptors: Electronic Learning, Class Activities, Video Games, Females
Pasin, Federico; Giroux, Helene – Computers & Education, 2011
This study presents a new simulation game and analyzes its impact on operations management education. The proposed simulation was empirically tested by comparing the number of mistakes during the first and second halves of the game. Data were gathered from 100 teams of four or five undergraduate students in business administration, taking their…
Descriptors: Undergraduate Students, Business Administration Education, Teaching Methods, Educational Games
Berns, Anke; Gonzalez-Pardo, Antonio; Camacho, David – Computers & Education, 2013
This paper presents our recent experiences with the design of game-like applications in 3-D virtual environments as well as its impact on student motivation and learning. Therefore our paper starts with a brief analysis of the motivational aspects of videogames and virtual worlds (VWs). We then go on to explore the possible benefits of both in the…
Descriptors: Educational Games, German, Second Language Instruction, Language Tests
Romero-Zaldivar, Vicente-Arturo; Pardo, Abelardo; Burgos, Daniel; Delgado Kloos, Carlos – Computers & Education, 2012
The interactions that students have with each other, with the instructors, and with educational resources are valuable indicators of the effectiveness of a learning experience. The increasing use of information and communication technology allows these interactions to be recorded so that analytic or mining techniques are used to gain a deeper…
Descriptors: Academic Achievement, Prediction, Learning Experience, Data
Chow, Meyrick; Herold, David Kurt; Choo, Tat-Ming; Chan, Kitty – Computers & Education, 2012
Learners need to have good reasons to engage and accept e-learning. They need to understand that unless they do, the outcomes will be less favourable. The technology acceptance model (TAM) is the most widely recognized model addressing why users accept or reject technology. This study describes the development and evaluation of a virtual…
Descriptors: Self Efficacy, Nursing Students, Intention, Electronic Learning
Dodd, Bucky J.; Antonenko, Pavlo D. – Computers & Education, 2012
Desktop virtual reality is an emerging educational technology that offers many potential benefits for learners in online learning contexts; however, a limited body of research is available that connects current multimedia learning techniques with these new forms of media. Because most formal online learning is delivered using learning management…
Descriptors: Multimedia Instruction, Hypermedia, Educational Technology, Instructional Design
Verstegen, D. M. L.; Barnard, Y. F.; Pilot, A. – Computers & Education, 2009
Designing specifications for technically advanced instructional products, such as e-learning, simulations or simulators requires different kinds of expertise. The SLIM method proposes to involve all stakeholders from the beginning in a series of workshops under the guidance of experienced instructional designers. These instructional designers…
Descriptors: Workshops, Case Studies, Methods, Educational Technology
Mawdesley, M.; Long, G.; Al-jibouri, S.; Scott, D. – Computers & Education, 2011
Computer based simulations and games can be useful tools in teaching aspects of construction project management that are not easily transmitted through traditional lecture based approaches. However, it can be difficult to quantify their utility and it is essential to ensure that students are achieving the learning outcomes required rather than…
Descriptors: Foreign Countries, Computer Simulation, Educational Games, Computer Assisted Instruction
Huang, Hsiu-Mei; Rauch, Ulrich; Liaw, Shu-Sheng – Computers & Education, 2010
The use of animation and multimedia for learning is now further extended by the provision of entire Virtual Reality Learning Environments (VRLE). This highlights a shift in Web-based learning from a conventional multimedia to a more immersive, interactive, intuitive and exciting VR learning environment. VRLEs simulate the real world through the…
Descriptors: Constructivism (Learning), Instructional Design, Computer Simulation, Internet
Fabregas, E.; Farias, G.; Dormido-Canto, S.; Dormido, S.; Esquembre, F. – Computers & Education, 2011
New information technologies provide great opportunities for education. One such opportunity is the use of remote control laboratories for teaching students about control systems. This paper describes the creation of interactive remote laboratories (RLs). Two main software tools are used: Simulink and Easy Java Simulations (EJS). The first is a…
Descriptors: Engineering Education, Science Laboratories, Information Technology, Computer Simulation
Tan, Kim Hua; Tse, Ying Kei; Chung, Pui Ling – Computers & Education, 2010
Many researchers have advocated the use of games (and simulations) to enhance students' learning. Research has shown that in order to promote a deeper understanding of material, students ought to be engaged with what they are doing. However, there are limited interactive games for classroom teaching, especially within the operations management…
Descriptors: Active Learning, Business Administration, Learner Engagement, Educational Games
Park, Seong Ik; Lee, Gyumin; Kim, Meekyoung – Computers & Education, 2009
The purposes of this study were to examine the effects of two types of interactive computer simulations and of prior knowledge levels on concept comprehension, cognitive load, and learning efficiency. Seventy-two 5th grade students were sampled from two elementary schools. They were divided into two groups (high and low) based on prior knowledge…
Descriptors: Comprehension, Prior Learning, Educational Technology, Grade 5
Tao, Yu-Hui; Yeh, C. Rosa; Hung, Kung Chin – Computers & Education, 2012
Previous studies on business simulation games (BSGs) have concluded that improved performance may not be the primary benefit of using BSGs, due to mixed results between student performance and perceptions. Two relevant and insightful issues attract our attention, namely, the impacts of the heterogeneous student population and the different…
Descriptors: Academic Achievement, Student Characteristics, Learning Motivation, Regression (Statistics)