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Yiannis Koumpouros – Smart Learning Environments, 2024
Augmented Reality (AR) technology is one of the latest developments and is receiving ever-increasing attention. Many researches are conducted on an international scale in order to study the effectiveness of its use in education. The purpose of this work was to record the characteristics of AR applications, in order to determine the extent to which…
Descriptors: Computer Simulation, Educational Technology, College Students, Computer Oriented Programs
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Abdulmohsin A. Alshehri – Australian Journal of Applied Linguistics, 2025
This study aimed to investigate the extent to which computer-assisted pronunciation (CAP) is influential in helping Hijazi students to develop their pronunciation of English vowels within a Saudi English as a foreign language (EFL) context. It also examined whether Saudi Hijazi learners taught English vowel sounds by CAP outperform those taught…
Descriptors: Pronunciation, Computer Uses in Education, English (Second Language), Second Language Instruction
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Rayed AlGhamdi – Learning and Teaching in Higher Education: Gulf Perspectives, 2025
Purpose: This study examines how Discord facilitates peer-to-peer learning in a university-level computer graphics course. It explores how the platform supports student engagement, peer feedback and mentorship in a technical, project-based setting. By analyzing survey responses and server engagement metrics, the study highlights Discord's role in…
Descriptors: Peer Teaching, College Students, Computer Graphics, Learner Engagement
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Rachel F. Adler; Devorah Kletenik – Journal of Postsecondary Education and Disability, 2023
While more universities are including IT accessibility in their computer science programs for undergraduate and graduate students, there is little accessibility training available for K-12 teachers. We created an intervention through which postsecondary students had opportunities to experience five computer games with a simulated impairment…
Descriptors: Elementary Secondary Education, Postsecondary Education, Computer Science Education, College Students
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Roland Kiraly; Sandor Kiraly; Martin Palotai – Education and Information Technologies, 2024
Deep learning is a very popular topic in computer sciences courses despite the fact that it is often challenging for beginners to take their first step due to the complexity of understanding and applying Artificial Neural Networks (ANN). Thus, the need to both understand and use neural networks is appearing at an ever-increasing rate across all…
Descriptors: Artificial Intelligence, Computer Science Education, Problem Solving, College Faculty
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Matt Kessler; Shawn Loewen; Talip Gönülal – Computer Assisted Language Learning, 2025
Despite the influx of research examining various aspects of mobile-assisted language learning (MALL) applications (apps) over the past two decades, there have been no head-to-head studies that have investigated the comparative effectiveness of different mobile apps. The current study addresses this gap by directly comparing two of the most…
Descriptors: Handheld Devices, Telecommunications, Technology Uses in Education, Second Language Learning
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LeaAnne Daughrity; Candace Walkington; Max Sherard – Grantee Submission, 2025
This study investigates the use of GeoGebra, a Dynamic Geometry Software (DGS) for math learning in Virtual Reality (VR) using head-mounted displays. We conducted a study with n = 20 middle school students receiving a mathematics tutoring intervention over time in a VR environment. Using theories of embodied cognition and playful mathematics, this…
Descriptors: Mathematics Education, Computer Software, Educational Technology, Computer Simulation
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Sunday, Kissinger; Wong, Seng Yue; Samson, Balogun Oluwafemi; Sanusi, Ismaila Temitayo – Education and Information Technologies, 2022
Learning object oriented programming (OOP) has been a daunting and challenging task for students across tertiary institutions in Nigeria. Various literatures have suggested the use of technology as a way to improve students' understanding of the subject. In this study, the overall aim is to investigate the effect of Imikode- a virtual reality (VR)…
Descriptors: Foreign Countries, College Students, Computer Simulation, Programming
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Ohanu, Ifeanyi B.; Shodipe, Taiwo O.; Ohanu, Chinenye M-G.; Anene-Okeakwa, Josephine E. – E-Learning and Digital Media, 2023
There are declines in learning outcomes despite teacher's efforts to attain the lesson goals and objectives. The application of technology in education paved way for constructive teaching and learning, which made the evaluative processes convenient. Hence, this study investigated system quality, technology acceptance model and theory of planned…
Descriptors: Educational Technology, Technology Uses in Education, Blended Learning, College Students
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Zhenhua Chang; Min Zhou – Journal of Creative Behavior, 2025
As pedagogical training becomes more advanced and intensive, new methods of instruction that incorporate information technology are becoming increasingly important. The purpose of this article is to investigate how using the MuseScore scorewriter to teach solfeggio affects music students' ability to think creatively. The program designed for a…
Descriptors: Computer Software, Music Education, College Students, Program Effectiveness
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Jiaqi Yu; André R. Denham – British Journal of Educational Technology, 2024
Mental rotation is the ability to mentally rotate two-dimensional and three-dimensional objects in one's mind. Previous studies have examined the relationship between mental rotation abilities and embodied cognition. However, conflicting findings underscore the necessity for further investigation. This study aims to investigate how different…
Descriptors: Spatial Ability, Visualization, Training, Computer Simulation
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Leon Freude; Jordi Bonet; Clara Camps Calvet – European Journal of Education, 2024
Digital Gender-Based violence (DGBV) is a social problem affecting overproportionally younger people, especially women and LGTB. Training programmes to combat DGBV are recommended but we lack evidence-based evaluation of them. We evaluate a series of trainings at university for all participants (N = 190), taking into account gender and sexual…
Descriptors: College Students, Violence, Gender Issues, Computer Mediated Communication
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Rustam Shadiev; Xuan Chen; Wayan Sintawati; Fahriye Altinay; Yan Li; Nurassyl Kerimbayev; Ahmed Tlili – Educational Technology & Society, 2025
Students are unable to view each other's VR content created with 360-degree video technology using head-mounted displays and discuss it in real-time. This limitation may confine the application of 360degree video technology in the field of intercultural learning to merely passive observation of cultural content on individual devices, thereby…
Descriptors: Video Technology, Technology Uses in Education, Computer Simulation, Cultural Awareness
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Dewi Amat Sapuan; Josephine Ie Lyn Chan – Journal of Learning for Development, 2024
Simulation-based learning has the potential to foster a transformative learning culture within the Open and Distance Learning (ODL) environment. This report is based on a research project, integrating a simulation into a digital ODL classroom, conducted in Wawasan Open University, an ODL university in Malaysia. The report highlights how a…
Descriptors: Computer Simulation, Educational Technology, Distance Education, College Students
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Alper Çalikoglu; Betül Bulut-Sahin; Asuman Asik – British Journal of Educational Technology, 2025
This study examines virtual exchange (VE) as a mode of internationalization at a distance through the Turkish higher education context. Recognizing the constraints of geographical mobility, VE emerges as a viable alternative to enhance international and intercultural learning through technology. Employing a qualitative phenomenological design, we…
Descriptors: Foreign Countries, Computer Mediated Communication, College Students, College Faculty
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