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Showing all 12 results Save | Export
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Joey Ka-Yee Essoe; Nicco Reggente; Ai Aileen Ohno; Younji Hera Baek; John Dell'Italia; Jesse Rissman – npj Science of Learning, 2022
Memory is inherently context-dependent: internal and environmental cues become bound to learnt information, and the later absence of these cues can impair recall. Here, we developed an approach to leverage context-dependence to optimise learning of challenging, interference-prone material. While navigating through desktop virtual reality (VR)…
Descriptors: Memory, Context Effect, Cues, Computer Simulation
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Labranche, Leah; Wilson, Timothy D.; Terrell, Mark; Kulesza, Randy J. – Anatomical Sciences Education, 2022
Three-dimensional (3D) digital anatomical models show potential to demonstrate complex anatomical relationships; however, the literature is inconsistent as to whether they are effective in improving the anatomy performance, particularly for students with low spatial visualization ability (Vz). This study investigated the educational effectiveness…
Descriptors: Spatial Ability, Computer Simulation, Anatomy, Visualization
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Forloines, Martha R.; Reid, Meredith A.; Thompkins, Andie M.; Robinson, Jennifer L.; Katz, Jeffrey S. – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2019
There are mixed results regarding the differentiation of neurofunctional correlates of spatial abilities. Previous studies employed complex environments or alternate memory tasks which could potentially add to inconsistencies across studies of navigation. To help elucidate the existing mixed findings, we conducted a study in a simplistic…
Descriptors: Computer Simulation, Brain Hemisphere Functions, Task Analysis, Cues
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Wang, Lin; Mou, Weimin; Dixon, Peter – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2018
Two experiments investigated how people use buildings and street configurations to reorient in large-scale environments. In immersive virtual environments, participants learned objects' locations in an intersection consisting of 4 streets. The objects' locations were specified by 2 cues: a building and/or the street configuration. During the test,…
Descriptors: Familiarity, Novelty (Stimulus Dimension), Cues, Buildings
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Katz, James E.; Halpern, Daniel – Journal of Science Education and Technology, 2015
This study aims to assess the effectiveness of immersive environments that have been implemented by museums to attract new visitors. Based on the frameworks introduced by telepresence and media richness theories, and following a constructivist-based learning approach, we argue that the greater the similarity of an online museum experience is to…
Descriptors: Museums, Computer Simulation, Simulated Environment, Teaching Methods
Miwa, Kazuhisa; Kojima, Kazuaki; Terai, Hitoshi – International Association for Development of the Information Society, 2014
Tutoring systems provide students with various types of on-demand and context-sensitive hints. Students are required to consciously adapt their help-seeking behavior, proactively seek help in some situations, and solve problems independently without supports in other situations. We define the latter behavior as stoic behavior in hint seeking. In…
Descriptors: Help Seeking, Student Behavior, Cues, Goal Orientation
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Bodily, Kent D.; Daniel, Thomas A.; Sturz, Bradley R. – Learning and Motivation, 2012
Beaconing is a process in which the distance between a visual landmark and current position is reduced in order to return to a location. In contrast, dead reckoning is a process in which vestibular, kinesthetic and/or optic flow cues are utilized to update speed of movement, elapsed time of movement, and direction of movement to return to a…
Descriptors: Cues, Spatial Ability, Visual Perception, Psychomotor Skills
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Sutton, Jennifer E.; Joanisse, Marc F.; Newcombe, Nora S. – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2010
Recent studies have used spatial reorientation task paradigms to identify underlying cognitive mechanisms of navigation in children, adults, and a range of animal species. Despite broad interest in this task across disciplines, little is known about the brain bases of reorientation. We used functional magnetic resonance imaging to examine neural…
Descriptors: Cues, Computer Simulation, Brain, Geometric Concepts
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Hoffrage, Ulrich; Garcia-Retamero, Rocio; Czienskowski, Uwe – Psychological Record, 2008
Take-the-best (TTB) is a fast and frugal heuristic for paired comparison that has been proposed as a model of bounded rationality. This heuristic has been criticized for not taking compound cues into account to predict a criterion, although such an approach is sometimes required to make accurate predictions. By means of computer simulations, it is…
Descriptors: Cues, Heuristics, Prediction, Cognitive Processes
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Arnold, Pip; Pfannkuch, Maxine; Wild, Chris J.; Regan, Matt; Budgett, Stephanie – Journal of Statistics Education, 2011
Computer simulations and animations for developing statistical concepts are often not understood by beginners. Hands-on physical simulations that morph into computer simulations are teaching approaches that can build students' concepts. In this paper we review the literature on visual and verbal cognitive processing and on the efficacy of…
Descriptors: Foreign Countries, Statistics, Learning Theories, Cues
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Fields, Alexa W.; Shelton, Amy L. – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2006
Spatial skills are known to vary widely among normal individuals. This project was designed to address whether these individual differences are differentially related to large-scale environmental learning from route (ground-level) and survey (aerial) perspectives. Participants learned two virtual environments (route and survey) with limited…
Descriptors: Individual Differences, Spatial Ability, Visual Measures, Computer Simulation
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers