Publication Date
In 2025 | 1 |
Since 2024 | 5 |
Since 2021 (last 5 years) | 5 |
Since 2016 (last 10 years) | 6 |
Since 2006 (last 20 years) | 8 |
Descriptor
Source
IEEE Transactions on Learning… | 8 |
Author
Publication Type
Journal Articles | 8 |
Reports - Research | 5 |
Reports - Evaluative | 3 |
Tests/Questionnaires | 1 |
Education Level
Higher Education | 4 |
Postsecondary Education | 2 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Seunghan Lee; Amar Sadanand Shetty; Lora A. Cavuoto – IEEE Transactions on Learning Technologies, 2024
Recent usage of virtual reality (VR) technology in surgical training has emerged because of its cost-effectiveness, time savings, and cognition-based feedback generation. However, the quantitative evaluation of its effectiveness in training is still not thoroughly studied. This article demonstrates the effectiveness of a VR-based surgical training…
Descriptors: Markov Processes, Computer Simulation, Teaching Methods, Surgery
Ahmad Chaddad; Yuchen Jiang – IEEE Transactions on Learning Technologies, 2025
The concept of the Metaverse, viewed as the ultimate manifestation of the Internet, has gained significant attention due to rapid advances in technologies such as the Internet of Things (IoT) and blockchain. Acting as a bridge between the physical and virtual worlds, the Metaverse has the potential to offer remarkable experiences to its users.…
Descriptors: Internet, Medical Education, Instructional Effectiveness, Artificial Intelligence
Christian Gießer; Johannes Schmitt; Emma Löwenstein; Christian Weber; Veit Braun; Rainer Brück – IEEE Transactions on Learning Technologies, 2024
Digital technologies have transformed medical care and education by providing rapid access to knowledge and advanced methods, such as augmented reality and haptic feedback. These technologies are improving the efficiency of healthcare professionals and the quality of medical education. Particularly in Germany, where a shortage of skilled workers…
Descriptors: Computer Simulation, Medical Education, Technology Uses in Education, Feedback (Response)
Yasar C. Kakdas; Sinan Kockara; Tansel Halic; Doga Demirel – IEEE Transactions on Learning Technologies, 2024
This article presents a 3-D medical simulation that employs reinforcement learning (RL) and interactive RL (IRL) to teach and assess the procedure of donning and doffing personal protective equipment (PPE). The simulation is motivated by the need for effective, safe, and remote training techniques in medicine, particularly in light of the COVID-19…
Descriptors: Medical Education, Error Patterns, Error Correction, Reinforcement
Nan Zhang; Hongkai Wang; Tianqi Huang; Xinran Zhang; Hongen Liao – IEEE Transactions on Learning Technologies, 2024
Trunk anatomy education is critical in the training of the surgeon. Most trunk anatomy education systems use a personal or synthetic anatomical model. It remains difficult to obtain appropriate population anatomy information and create individualized anatomy customization based on a quantity of diverse data. Furthermore, the naked-eye virtual…
Descriptors: Computer Simulation, Simulated Environment, Human Body, Anatomy
Cakmak, Yusuf Ozgur; Daniel, Ben Kei; Hammer, Niels; Yilmaz, Onur; Irmak, Erdem Can; Khwaounjoo, Prashanna – IEEE Transactions on Learning Technologies, 2020
The perception of body ownership creates a sense of embodiment, which can be a powerful learning tool. Embodied learning can occur by watching an individual's body movement and also via human-computer interactions, such as virtual reality (VR) and augmented reality (AR). In this article, we designed and implemented a novel virtual body-ownership…
Descriptors: Medical Students, Medical Education, Human Body, Muscular Strength
Ney, Muriel; Gonçalves, Celso; Balacheff, Nicolas – IEEE Transactions on Learning Technologies, 2014
Simulation games are games for learning based on a reference in the real world. We propose a model for authenticity in this context as a result of a compromise among learning, playing and realism. In the health game used to apply this model, students interact with characters in the game through phone messages, mail messages, SMS and video.…
Descriptors: Heuristics, Computer Simulation, Video Games, Models
Torrente, Javier; Borro-Escribano, Blanca; Freire, Manuel; del Blanco, Ángel; Marchiori, Eugenio J.; Martinez-Ortiz, Iván; Moreno-Ger, Pablo; Fernández-Manjón, Baltasar – IEEE Transactions on Learning Technologies, 2014
We present EGDA, an educational game development approach focused on the teaching of procedural knowledge using a cost-effective approach. EGDA proposes four tasks: analysis, design, implementation, and quality assurance that are subdivided in a total of 12 subtasks. One of the benefits of EGDA is that anyone can apply it to develop a game since…
Descriptors: Computer Simulation, Video Games, Teaching Methods, Health Services