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Rui Pinto; Rolando Martins; Carlos Novo – Journal of Cybersecurity Education, Research and Practice, 2024
An organization's infrastructure rests upon the premise that cybersecurity professionals have specific knowledge in administrating and protecting it against outside threats. Without this expertise, sensitive information could be leaked to malicious actors and cause damage to critical systems. In order to facilitate this process, the presented work…
Descriptors: Computer Science Education, Information Security, Computer Security, Vignettes
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Sai Ho Yip; Adrian K. T. Ng; Henry Y. K. Lau; Jeffrey A. Saunders – Cognitive Research: Principles and Implications, 2024
Recent findings suggest that adding a visual depiction of a nose to virtual reality displays (virtual nose) can reduce motion sickness. If so, this would be a simple intervention that could improve the experience of a variety of VR applications. However, only one peer-reviewed study has reported a benefit from a virtual nose, and the effect was…
Descriptors: Human Body, Visual Aids, Computer Simulation, Motion
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Sara Klingenberg; Robin Bosse; Richard E. Mayer; Guido Makransky – Educational Psychology Review, 2024
This study investigates the role of embodiment when learning a technical procedure in immersive virtual reality (VR) by introducing a framework based on immersion and interactivity. The goal is to determine how increasing the levels of immersion and interactivity affect learning experiences and outcomes. In a 2 × 2 factorial design, 177 high…
Descriptors: Computer Simulation, Learning Experience, Outcomes of Education, High School Students
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Carlos Sandoval-Medina; Carlos Argelio Arévalo-Mercado; Estela Lizbeth Muñoz-Andrade; Jaime Muñoz-Arteaga – Journal of Information Systems Education, 2024
Learning basic programming concepts in computer science-related fields poses a challenge for students, to the extent that it becomes an academic-social problem, resulting in high failure and dropout rates. Proposed solutions to the problem can be found in the literature, such as the development of new programming languages and environments, the…
Descriptors: Cognitive Ability, Computer Science Education, Programming, Instructional Materials
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Sokratis Tselegkaridis; Theodosios Sapounidis; Dimitrios Stamovlasis – Education and Information Technologies, 2024
Laboratories are considered to play a unique role in circuits teaching. Laboratories can be traditional, with physical components and desks, or virtual with graphical simulators. Applying these facilities in teaching, students can make experiments or measurements by exploring electric circuits' features. However, an intriguing research question is…
Descriptors: Teaching Methods, Electronics, Laboratory Experiments, Meta Analysis
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Yishen Song; Qianta Zhu; Huaibo Wang; Qinhua Zheng – IEEE Transactions on Learning Technologies, 2024
Manually scoring and revising student essays has long been a time-consuming task for educators. With the rise of natural language processing techniques, automated essay scoring (AES) and automated essay revising (AER) have emerged to alleviate this burden. However, current AES and AER models require large amounts of training data and lack…
Descriptors: Scoring, Essays, Writing Evaluation, Computer Software
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Makransky, Guido; Petersen, Gustav Bøg – Educational Psychology Review, 2023
The need to virtually collaborate across distributed locations has drastically increased. Developments such as the COVID-19 pandemic and new IT platforms like the metaverse have spurred a host of new immersive social applications that are accessed through head-mounted displays. This is expected to stimulate a surge in research on extended…
Descriptors: Cooperative Learning, COVID-19, Pandemics, Computer Simulation
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Meria Ultra Gusteti; Widdya Rahmalina; Suci Wulandari; Khairul Azmi; Asrina Mulyati; Rahmatul Hayati; Rana Gustina; Vifit Nor Cahyati – International Journal of Education in Mathematics, Science and Technology, 2025
This study aims to test the effectiveness of GeoGebra Augmented Reality in improving students' mathematical problem-solving skills. The method used is a quasi-experiment with a posttest-only control group design. The research population is students of the Mathematics Education Study Program at a private university in Indonesia, with a sample of 32…
Descriptors: Computer Software, Computer Simulation, Mathematics Instruction, Problem Solving
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Beatriz Chaves-Yuste; Cristina de-la-Peña – TESOL Journal, 2025
Technology, constantly present in current society and education, needs to make use of the most effective digital resources to optimize the teaching-learning process. Despite the growing body of literature on the pedagogical effectiveness of digital resources in a second language (L2) context, limited research has been conducted when working with…
Descriptors: English for Special Purposes, Second Language Instruction, Second Language Learning, Tourism
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Aleksandar Milenkovic; Nemanja Vucicevic – International Electronic Journal of Mathematics Education, 2024
The contents of calculus, known for their complexity, present significant challenges for students, particularly in mastering multiple integrals and effectively visualizing related concepts. The transition to distance learning prompted by the COVID-19 pandemic has further complicated the learning process in multiple integrals. In line with this and…
Descriptors: Mathematics Instruction, Mathematics Achievement, Calculus, COVID-19
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Qing Yu; Bao-min Li; Qi-yun Wang – Interactive Learning Environments, 2024
In recent years, 3D holographic technology (3DHT) has attracted more and more attention from the field of education, bringing new opportunities to reform the delivery of instruction and learning. Whether the application of 3D holographic technology can effectively improve student learning performance has become a pendent issue. In this study, a…
Descriptors: Visual Aids, Technology, Learning Processes, Meta Analysis
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Król, Karol – Education Sciences, 2022
In the 1980s, Polish schools hardly had access to computers, particularly at the primary and secondary levels. The main reasons were funds and shortage of qualified staff that could handle computer hardware. As a consequence, the youth first came across a computer, how to use it, service hardware, and write programs outside schools in the early…
Descriptors: Computers, Clubs, Foreign Countries, Computer Science Education
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Gerard Dummer; Elwin Savelsbergh; Paul Drijvers – Informatics in Education, 2025
Programmed control systems are ubiquitous in the present-day world. In current educational practice, however, these systems are hardly being addressed, and little is known about children's spontaneous understandings about such systems. Therefore, we explored pupils' understandings prior to instruction in three concrete settings: a car park, an…
Descriptors: Elementary School Students, Grade 3, Grade 6, Computer Science Education
Santi Lestari – Research Matters, 2024
Despite the increasing ubiquity of computer-based tests, many general qualifications examinations remain in a paper-based mode. Insufficient and unequal digital provision across schools is often identified as a major barrier to a full adoption of computer-based exams for general qualifications. One way to overcome this barrier is a gradual…
Descriptors: Keyboarding (Data Entry), Handwriting, Test Format, Comparative Analysis
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Cheers, Hayden; Lin, Yuqing; Yan, Weigen – Informatics in Education, 2023
Source code plagiarism is a common occurrence in undergraduate computer science education. Many source code plagiarism detection tools have been proposed to address this problem. However, most of these tools only measure the similarity between assignment submissions, and do not actually identify which are suspicious of plagiarism. This work…
Descriptors: Plagiarism, Assignments, Computer Software, Computer Science Education
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