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Gregory Scott Garner – ProQuest LLC, 2023
There is growing consensus that data-informed decision-making through human-centered inquiry and design process results in improved outcomes for designed artifacts. Among the latest trends is a group of tools and processes loosely assimilated under the umbrella term, "design thinking." These "designerly ways of knowing" are…
Descriptors: Feedback (Response), Models, Design, Cognitive Processes
Rachel Franz – ProQuest LLC, 2024
Virtual Reality (VR) is rapidly gaining popularity as a consumer technology, yet accessibility has not been prioritized. VR enables users to interact with immersive virtual worlds, but effective interaction requires the ability to perceive and navigate the environment. Fortunately, over the past thirty years, hundreds of scene-viewing and…
Descriptors: Computer Simulation, Students with Disabilities, Technology Uses in Education, Accessibility (for Disabled)
Jonathan Spike – ProQuest LLC, 2024
As more and more students seek out online educational opportunities, emerging technology and platforms must provide the most effective experience for learners to expand their knowledge and skill sets. The research study aimed to investigate social presence, collaboration, and design opportunities in head-mounted, virtual reality as compared to the…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Interpersonal Relationship
Terrell K. Glenn – ProQuest LLC, 2022
Makerspaces can support educational experiences in prototyping for young learners, while physical computing platforms enable high levels of creativity and expression. However, each of these have high barriers of entry, especially for youth without prior experience. Commercial microcontrollers have become a popular tool to use when designing both…
Descriptors: Design, Internet, Simulated Environment, Cooperation
Jessica Pissini – ProQuest LLC, 2020
From computational and scientific viewpoints, virtual reality (VR) is a well-researched technology, platform, and mode of communication. However, from an arts perspective, virtual reality has very few, if any, defined parameters as an artistic medium. This study aims to explore the technical affordances and the experiential and creative phenomena…
Descriptors: Creativity, Art Activities, Self Concept, Computer Simulation
Panda, Payod – ProQuest LLC, 2021
My multi-article dissertation explores the utility of immersive media like Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) in design learning and education, particularly as we recover from the social, technological, and cultural disruptions caused by the COVID-19 global pandemic. Chapter 2 clarifies how the multiple modalities…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Design
Ahsen, Tooba – ProQuest LLC, 2023
This thesis explores the use of Augmented Reality (AR) in two challenging scenarios -- autism therapy, and network-constrained, remote collaboration. In the first half of this thesis, we highlight the design and implementation of CustomAR and Augmented Playgrounds -- two applications that leverage the visualization and contextual abilities of AR…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
Baron, Tyler – ProQuest LLC, 2017
Currently, educational games are designed with the educational content as the primary factor driving the design of the game. While this may seem to be the optimal approach, this design paradigm causes multiple issues. For one, the games themselves are often not engaging as game design principles were put aside in favor of increasing the…
Descriptors: Educational Games, Course Content, Engineering, Models
Brown-Turner, Jasmine – ProQuest LLC, 2017
Edutainment refers to curriculum and instruction designed with a clear educational purpose, including multi-faceted virtual learning game design. Tools such as the Jacob's Ladder pre-production design tactic have been developed to ensure that voices of both engineers and educators are heard. However, it is unclear how development team members…
Descriptors: Computer Games, Phenomenology, Computer Software, Computer Simulation
Bowen, Keith – ProQuest LLC, 2020
Opinion polls in multiple countries recount a grim story, that people from Western and Muslim-majority countries regard one another as arrogant, intolerant, and violent, and that attitudes are not improving. Student exchange programs, which were widely expanded after World War II and during the Cold War, have become a vital component of public…
Descriptors: Cultural Awareness, International Educational Exchange, Muslims, Western Civilization
Franzen, Marissa Marie Sloan – ProQuest LLC, 2016
The purpose of this research study was to determine if trial and error learning was an effective, practical, and efficient learning method for Technology, Engineering, and Design Education students at the post-secondary level. A mixed methods explanatory research design was used to measure the viability of the learning source. The study sample was…
Descriptors: Engineering Education, Design, Learning Processes, Statistical Analysis
Mathews, James M. – ProQuest LLC, 2013
Place-based education has been forwarded as a pedagogical approach that has the potential to contextualize learning, increase student engagement, and strengthen the relationship between schools and the broader community. Despite this promise, however, many teachers struggle to develop learning experiences that incorporate the key components of…
Descriptors: Place Based Education, Instructional Design, Case Studies, Integrated Curriculum
Wood, Linda W. – ProQuest LLC, 2011
Providing instruction using different instructional delivery methods allows the learner to absorb content in a way that fits the individual learner. Today's students have grown up immersed in digital technology. However, many higher education faculty are still not speaking the same digital language as their students. The issue may be that the…
Descriptors: Grounded Theory, Interviews, Educational Technology, College Faculty