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Anna Flavia Di Natale; Claudia Repetto; Daniela Villani – Journal of Computer Assisted Learning, 2024
Background: Online synchronous learning in higher education frequently struggles to overcome the social presence gap, resulting in dissatisfaction and poor learning outcomes. Objectives: This study examined the effectiveness of desktop-based virtual reality (VR) social platforms compared to video conferencing (VC) platforms in enhancing students'…
Descriptors: Computer Simulation, Social Media, Computers, Teleconferencing
Michelle Marie Carter – ProQuest LLC, 2022
The increase in distance learning offerings and the deficit in providing an equivalent engagement mechanism for haptic subjects for online learners is stimulating educators to seek new pedagogical methods to meet the needs of the curriculum. A quantitative quasi-experimental study deploying a two nonequivalent groups design was conducted to…
Descriptors: Computer Science Education, Computers, Simulated Environment, Computer Simulation
Goksu, Idris; Islam Bolat, Yusuf – Review of Education, 2021
In this meta-analysis, the aim is to determine the overall effect of the ARCS (attention, relevance, confidence, satisfaction) model of motivation on students' academic achievement, motivation, attention, relevance, confidence and satisfaction. Additionally, the effect of the model is analysed according to the learning environment in which the…
Descriptors: Models, Student Motivation, Academic Achievement, Attention
Canals, Laia – Foreign Language Annals, 2021
The present study examines the role that multimodality and translanguaging play in scaffolding oral interactions during language-related episodes (LREs) involving meaning negotiation. The oral tasks carried out using synchronous video-based computer-mediated communication were part of a tandem virtual exchange (Spain, Canada). The participants, 18…
Descriptors: Oral Language, Scaffolding (Teaching Technique), Nonverbal Communication, Code Switching (Language)
Holden, Christopher – TechTrends: Linking Research and Practice to Improve Learning, 2014
Experiments in the use of augmented reality games formerly required extensive material resources and expertise to implement above and beyond what might be possible within the usual educational contexts. Currently, the more common availability of hardware in these contexts and the existence of easy-to-use, general purpose augmented reality design…
Descriptors: Simulated Environment, Computer Simulation, Computers, Computer Software
Moro, Christian; Stromberga, Zane; Stirling, Allan – Australasian Journal of Educational Technology, 2017
Consumer-grade virtual reality has recently become available for both desktop and mobile platforms and may redefine the way that students learn. However, the decision regarding which device to utilise within a curriculum is unclear. Desktop-based VR has considerably higher setup costs involved, whereas mobile-based VR cannot produce the quality of…
Descriptors: Educational Technology, Technology Uses in Education, Simulated Environment, Computer Simulation
Johnston, Joyce P., Ed. – Association for the Advancement of Computing in Education, 2017
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "EdMedia 2017: World Conference on Educational Media &…
Descriptors: Educational Technology, Technology Uses in Education, Educational Media, Social Theories
Ackovska, Nevena; Ristov, Sasko – IEEE Transactions on Education, 2014
Hardware-based courses in computer science studies require much effort from both students and teachers. The most important part of students' learning is attending in person and actively working on laboratory exercises on hardware equipment. This paper deals with a specific group of students, those who are marginalized by not being able to…
Descriptors: Computer Science Education, Open Source Technology, College Students, Nontraditional Students
Sorva, Juha; Lönnberg, Jan; Malmi, Lauri – Computer Science Education, 2013
Visual program simulation (VPS) is a new, interactive form of educational program visualisation, in which learners use graphical controls to direct a program's execution rather than simply watching an animation of it. In this article, we report on a qualitative empirical study of novice programmers learning through VPS. From an analysis of…
Descriptors: Visualization, Computer Uses in Education, Interviews, Observation
Association Supporting Computer Users in Education, 2018
The Association Supporting Computer Users in Education (ASCUE) is a group of people interested in small college computing issues. It is a blend of people from all over the country who use computers in their teaching, academic support, and administrative support functions. Begun in 1968 as the College and University Eleven-Thirty Users' Group…
Descriptors: Computer Uses in Education, Conferences (Gatherings), College Students, Portfolios (Background Materials)
Kiili, Kristian; Lainema, Timo – Journal of Educational Multimedia and Hypermedia, 2010
Power is an influential component of social interaction and there are reasons for thinking that it may have important effects both on decision-making and psychological and interpersonal processes. The aim of this paper was to study the relations between the feeling of power, decision-making and flow experience in a collaborative business…
Descriptors: Educational Games, Opinions, Interpersonal Relationship, Interaction
Fox, Kaitlyn; Whitehead, Anthony – Interactive Technology and Smart Education, 2011
Purpose: In the authors' experience, the biggest issue with pose-based exergames is the difficulty in effectively communicating a three-dimensional pose to a user to facilitate a thorough understanding for accurate pose replication. The purpose of this paper is to examine options for pose presentation. Design/methodology/approach: The authors…
Descriptors: Foreign Countries, Feedback (Response), Photography, Training Methods
Takatalo, Jari; Hakkinen, Jukka; Kaistinen, Jyrki; Nyman, Gote – Simulation & Gaming, 2011
Playing entertainment computer, video, and portable games, namely, digital games, is receiving more and more attention in academic research. Games are studied in different situations with numerous methods, but little is known about if and how the playing situation affects the user experience (UX) in games. In addition, it is hard to understand and…
Descriptors: Video Games, Measurement Techniques, Laboratories, Males
Tao, Yu-Hui; Cheng, Chieh-Jen; Sun, Szu-Yuan – Computers & Education, 2009
Previous studies have pointed out that computer games could improve students' motivation to learn, but these studies have mostly targeted teachers or students in elementary and secondary education and are without user adoption models. Because business and management institutions in higher education have been increasingly using educational…
Descriptors: Educational Games, Computer Simulation, Learning Motivation, Interpersonal Relationship
National Institute of General Medical Sciences (NIGMS), 2009
Computer advances now let researchers quickly search through DNA sequences to find gene variations that could lead to disease, simulate how flu might spread through one's school, and design three-dimensional animations of molecules that rival any video game. By teaming computers and biology, scientists can answer new and old questions that could…
Descriptors: Science Careers, Computers, Genetics, Biology
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