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Showing 91 to 105 of 279 results Save | Export
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Ebtesam S. Alqahtani; Sameer M. AlNajdi – Interactive Learning Environments, 2024
Many universities have adopted AR to enhance teaching and learning practices, but it has faced some obstacles. There is a lack of research on the obstacles of implications of AR in Saudi universities. This study aims to identify the extent to which faculty members agree with adopting AR as a pedagogical tool and whether there are statistically…
Descriptors: Foreign Countries, Physical Environment, Simulated Environment, Synthesis
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Vlasios Kasapakis; Elena Dzardanova; Spyros Vosinakis; Androniki Agelada – Interactive Learning Environments, 2024
Non-Verbal Cues (NVCs) add to communication effectiveness among individuals in both real and virtual world. Thus, NVCs transference between the two receives increased attention from both the industry and research community. Their efforts lead to sophisticated technological solutions which allow high fidelity NVCs to be transferred from real…
Descriptors: Sign Language, Nonverbal Communication, Cues, Computer Simulation
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Dongyu Yu; Xing Yao; Kaidi Yu; Dandan Du; Jinyi Zhi; Chunhui Jing – Interactive Learning Environments, 2024
The objective of this study was to determine the differential effects of the presentation position of the augmented reality--head worn display (AR-HWD) interface and the audiovisual-dominant multimodal learning material on learning performance and cognitive load across different learning tasks in training for high-speed train driving. We selected…
Descriptors: Artificial Intelligence, Computer Simulation, Computer Peripherals, Computer Interfaces
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Huang, Wen – Interactive Learning Environments, 2022
Traditional science, technology, engineering, and mathematics (STEM) education is sometimes criticized for lacking approaches to present real-world practices and phenomena beyond naked eyes. Head-mounted display virtual reality (HMD VR) provides opportunities to solve this issue. However, little is known about the impact of this approach on…
Descriptors: Computer Simulation, Self Efficacy, Science Education, High School Students
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Lin, Peng-Chun; Hou, Huei-Tse; Chang, Kuo-En – Interactive Learning Environments, 2022
The development of students' practical operation and their collaborative problem solving (CPS) ability are emphasized in higher education nowadays. Providing students a simulation learning tool and an social networking environment can improve the students' learning in CPS activities. This can be a potential learning environment for the students…
Descriptors: Cooperative Learning, Problem Solving, Educational Environment, Scaffolding (Teaching Technique)
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Jon-Chao Hong; Jhen-Ni Ye; Jian-Hong Ye; Ling-Wen Kung – Interactive Learning Environments, 2024
Attentional control theory indicates that concentration is considered an important variable that contributes to learning. There are some devices for players to practice their concentration, but there are few virtual reality (VR) designs which can increase the level of difficulty for students to discipline their mental concentration with…
Descriptors: Attention Control, Predictor Variables, Cognitive Processes, Difficulty Level
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Sandra Elsom; Colleen Stieler-Hunt; Margaret Marshman – Interactive Learning Environments, 2024
Proponents of game-based learning see potential for the inclusion of Alternate Reality Games (ARGs) in higher education. Research has shown that an ARG can support the induction and socialisation of students but engagement in educational ARGs has been disappointing. We explored whether students could learn via an ARG embedded in curriculum: if…
Descriptors: Computer Simulation, Integrated Curriculum, Game Based Learning, Educational Games
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Vishesh Kumar; Matthew Berland; Leilah Lyons; Beth Pinzur – Interactive Learning Environments, 2024
In this paper, we present SCAMP -- Social Configuration Affordances for Museum Play -- an analytical framework we develop and use to highlight the relationship between designed affordances at interactive museum exhibits and different social playful behaviors they trigger and support. We do this through a selective case study analysis of Rainbow…
Descriptors: Museums, Exhibits, Instructional Materials, Play
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Akbar Bahari; Rui Li – Interactive Learning Environments, 2024
Given the important technology-assisted language learning (TALL)-empowered affordances, a comprehensive understanding of how these TALL tools facilitate learning across different language components, e.g., phonology, morphology, syntax, semantics, and pragmatics, could not only present the panoramic scenery of the subject matter but also inform…
Descriptors: Language Acquisition, Phonology, Morphology (Languages), Syntax
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Wei-Sheng Wang; Margus Pedaste; Chia-Ju Lin; Hsin-Yu Lee; Yueh-Min Huang; Ting-Ting Wu – Interactive Learning Environments, 2024
Virtual reality (VR) provides a unique platform for interactive learning experiences, enhancing learning, particularly in hands-on courses. However, the visual load of VR and the lack of guidance and interaction from physical teachers or peers can pose challenges for learners in self-regulated learning (SRL) and learning motivation. This study…
Descriptors: Feedback (Response), Self Management, Student Motivation, Computer Simulation
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Dehghani, Marzieh; Mohammadhasani, Nasrin; Hoseinzade Ghalevandi, Mohammad; Azimi, Esmaeil – Interactive Learning Environments, 2023
This study is based on assessing the potential of augmented reality (AR) and infographics in science learning, emphasizing the synergistic effect on improving learning. The study investigates the impact of the combination of AR and infographic design on learning biology. Seventy-five 10th grade male students participated in this study, which…
Descriptors: Computer Simulation, Visual Aids, Biology, Science Education
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Su Cai; Xiaojie Niu; Yuxi Wen; Jiangxu Li – Interactive Learning Environments, 2023
Inquiry-based learning (IBL) is one of the most important learning strategies. Augmented Reality (AR) is an effective way to support this strategy, which is considered conducive to enhance academic achievements of students during IBL. This paper investigated teacher-student interactions during AR-supported IBL by comparison and case study. First,…
Descriptors: Active Learning, Inquiry, Computer Simulation, Interaction
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Kangxu Cui – Interactive Learning Environments, 2023
The article is devoted to the study of the possibilities of augmented reality (AR) mobile applications in acquiring piano skills. The study presents concept of the online course "Piano for Beginners" with the implementation in the educational practices of mobile applications: Flowkey -- Learn Piano; Simply Piano; Skoove: Learn to Play…
Descriptors: Foreign Countries, Music Education, College Students, Student Attitudes
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Kamarudin, Suzilawati; Shoaib, Haneen Mohammad; Jamjoom, Yussra; Saleem, Muhammad; Mohammadi, Parisa – Interactive Learning Environments, 2023
This study investigates students' behavioural intention towards e-learning practices through the augmented reality app during the COVID-19 pandemic. It extends the literature on the effectiveness of e-learning through the augmented reality app by investigating the students' social, personal, emotional, and cognitive roles in their behavioural…
Descriptors: Foreign Countries, Student Behavior, Intention, Electronic Learning
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Perez-Ramirez, Miguel; Arroyo-Figueroa, G.; Ayala, A. – Interactive Learning Environments, 2021
The application of virtual reality (VR) technologies is beneficial to the training related to industrial processes. Mainly because the technologies allow training complex threatening tasks within a safe environment. The interactive three-dimensional (3D) representation of a real world seems to be a more effective learning medium than other…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Training
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