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Hayoung Jeon; Yumi Jun; Teemu H. Laine; Eunha Kim – Education and Information Technologies, 2024
Empathy is an essential human skill that can be divided into two types: (1) cognitive empathy, which is the capacity of understanding others' thoughts and emotions; and (2) affective empathy, which is the capacity to feel others' emotional states. Many educational contents exist for both types, and immersive virtual reality (VR) has been shown to…
Descriptors: Computer Simulation, Technology Uses in Education, Game Based Learning, Computer Games
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Sufiana Safiena; Yang Miang Goh – Education and Information Technologies, 2024
Traditional teaching methods like lectures can hinder the integration of theoretical knowledge and practical skills in higher education. To address this challenge, digital simulation games (DSGs) offer promising solutions through immersive and interactive learning experiences. Research shows that DSGs can motivate learners, enhance subject…
Descriptors: Authentic Learning, Undergraduate Study, Case Studies, Computer Games
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Free, Nicholas; Menendez, Hector M., III; Tedeschi, Luis O. – Education and Information Technologies, 2022
The lack of real-life experiences, such as handling livestock at a production facility (e.g., ranch), exists for a variety of reasons such as availability, liability, time, and cost, amongst others. As more students enter undergraduate animal science programs without prior exposure to animal handling, the necessity for more hands-on, real-life…
Descriptors: Educational Games, Animal Husbandry, Experiential Learning, Undergraduate Students
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Khamitova, Makpal; Tymbolova, Altynay; Omarbayeva, Gulmira; Zholshayeva, Maira – Education and Information Technologies, 2023
The research aims to prove the effectiveness of introducing linguoculturology, sociolinguistics, ethnolinguistics, pragmastilistics and psycholinguistics using augmented reality tools into the learning process. For this, the method of quasi-experiment was used. The study involved 75 students studying the Kazakh language at the Department of Kazakh…
Descriptors: Psycholinguistics, Sociolinguistics, Foreign Countries, Computer Simulation
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Pellas, Nikolaos; Vosinakis, Spyridon – Education and Information Technologies, 2018
Computer games are quickly gaining momentum by enabling new approaches to teaching and learning experience for programming courses in K-12 curriculum. However, it remains unclear if the game interface and elements created by using three-dimensional (3D) virtual worlds combined with visual programming languages or a visual programming environment…
Descriptors: Computer Games, Educational Technology, Technology Uses in Education, Problem Based Learning
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Kerimbayev, Nurassyl; Nurym, Nurdaulet; Akramova, ?liya; Abdykarimova, Saule – Education and Information Technologies, 2020
The study considers the problems relating to vocational training of specialists in the virtual educational environment of a higher education institution. The use of advanced information and communication systems (electronic mail, electronic teleconferences, electronic and information resources including text, visual, audio and video information)…
Descriptors: Vocational Education, Computer Simulation, Information Systems, Computer Games
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Koivisto, Jaana-Maija; Niemi, Hannele; Multisilta, Jari; Eriksson, Elina – Education and Information Technologies, 2017
The growing use of game-based simulation in healthcare education reflects the opportunities afforded to learners by serious games, which simulate real-world situations and enable students to emulate the roles of healthcare professionals in a safe and engaging learning environment. As part of a design-based research project to design, test, and…
Descriptors: Nursing Education, Nursing Students, Experiential Learning, Computer Simulation