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Federico De Lorenzis; Alessandro Visconti; Simone Restivo; Francesca Mazzini; Serena Esposito; Silvia Fraterrigo Garofalo; Luca Marmo; Debora Fino; Fabrizio Lamberti – Smart Learning Environments, 2024
The use of Virtual Reality (VR) in education is getting more and more common, especially when hands-on learning experiences have to be delivered. With VR it becomes possible, e.g., to simulate dangerous or costly procedures that could hardly be implemented in real settings. However, engaging large classes in immersive laboratory activities may be…
Descriptors: Computer Simulation, Cooperative Learning, Chemistry, Science Education
Allison, Barbara N.; Rehm, Marsha L. – Journal of Family and Consumer Sciences, 2016
Online classes have become a popular and viable method of educating students in both K-12 settings and higher education, including in family and consumer sciences (FCS) programs. Online learning dramatically affects the way students learn. This article addresses how online learning can accommodate the sensory learning modalities (sight, hearing,…
Descriptors: Consumer Science, Family Life Education, Electronic Learning, Multisensory Learning
Jackson, Allen; Gaudet, Laura; McDaniel, Larry; Wright, Ottley; Watt, Don – Journal of College Teaching & Learning, 2009
For the 21st century learner, the foundational principles of information development have grown exponentially. In many fields, the life of knowledge can be measured in months or years, with learning occurring in vastly different ways than in previous decades. Education as a continual process, can last a lifetime, and can be greatly facilitated by…
Descriptors: Higher Education, Educational Experience, Curriculum Development, College Faculty
Vie, Stephanie – E-Learning, 2008
This article examines the common genre of the usability study in technical communication courses and proposes the incorporation of computer and video games to ensure a rhetorical focus to this genre. As games are both entertaining and educational, their use in the technical communication classroom provides a new perspective on multimodal…
Descriptors: Technical Writing, Video Games, Communication Skills, College Students
Adam, Stewart; Nel, Deon – Interactive Technology and Smart Education, 2009
Purpose: The purpose of this paper is to improve educator knowledge of the antecedents and consequences of blended learning in higher education. Design/methodology/approach: A longitudinal case study approach is adopted. Three case studies each involve tracking a student evaluations of teaching (SET) measure (willingness to recommend) and grade…
Descriptors: Electronic Learning, Higher Education, Attitude Measures, College Students
Smith, Glenn Gordon; Morey, Jim; Tjoe, Edwin – Journal of Educational Computing Research, 2007
Can learning of mental imagery skills for visualizing shapes be accelerated with feature masking? Chemistry, physics fine arts, military tactics, and laparoscopic surgery often depend on mentally visualizing shapes in their absence. Does working with "spatial feature-masks" (skeletal shapes, missing key identifying portions) encourage people to…
Descriptors: Outcomes of Education, Educational Objectives, Instructional Design, Imagery
Papastergiou, Marina – Educational Media International, 2007
This study aimed to use a course management system (CMS) based on the open source software Claroline within a blended mode course, incorporating social constructivist approaches to learning, and to investigate its strengths and the challenges faced by the students and the instructor. Participants were 72 students and their instructor. Research…
Descriptors: Questionnaires, Management Systems, Educational Strategies, Learning Modalities