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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
Sarthak Punj; Poorvi Kejriwal; S. P. Raja – International Journal of Learning and Change, 2024
Technology is advancing and metaverse is gaining popularity. The magic of metaverse is beyond our imagination. In simple terms, the metaverse refers to a virtual shared space that exists online, where people can interact, socialise, work, and play using digital avatars, just like they do in the real world. It is a combination of virtual reality,…
Descriptors: Computer Simulation, Computer Mediated Communication, Health Services, Social Media
Yang, Mao-Yi; Tseng, Hsien-Chun; Liu, Chiung-Hui; Tsai, Shao-Yu; Chen, Jyun-Hsiung; Chu, Yin-Hung; Li, Shao-Ti; Lee, Jian-Jr; Liao, Wen-Chieh – Anatomical Sciences Education, 2023
Understanding the three-dimensional (3D) structure of the human skull is imperative for medical courses. However, medical students are overwhelmed by the spatial complexity of the skull. Separated polyvinyl chloride (PVC) bone models have advantages as learning tools, but they are fragile and expensive. This study aimed to reconstruct 3D-printed…
Descriptors: Computer Peripherals, Printing, Human Body, Anatomy
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
Levi C. Ofoe – Perspectives of the ASHA Special Interest Groups, 2025
Purpose: This study examined the learning experiences of speech-language pathology students after creating three-dimensional (3D) anatomical models as part of an undergraduate Anatomy and Physiology course. Method: A total of 44 undergraduate students used 3D software programs to design anatomical components (e.g., larynx, brainstem, brain cortex,…
Descriptors: Speech Language Pathology, Allied Health Occupations Education, Student Attitudes, Anatomy
Tanner, Jordan A.; Jethwa, Beeran; Jackson, Jeff; Bartanuszova, Maria; King, Thomas S.; Bhattacharya, Arunabh; Sharma, Ramaswamy – Anatomical Sciences Education, 2020
The pterygopalatine fossa (PPF) is a bilateral space deep within the skull that serves as a major neurovascular junction. However, its small volume and poor accessibility make it a difficult space to comprehend using two-dimensional illustrations and cadaveric dissections. A three-dimensional (3D) printed model of the PPF was developed as a visual…
Descriptors: Anatomy, Medical Education, Computer Peripherals, Printing
Ersin Dincelli; Alper Yayla – Journal of Information Systems Education, 2024
The availability of powerful head-mounted displays (HMDs) has made virtual reality (VR) a mainstream technology and spearheaded the idea of immersive virtual experiences within the Metaverse -- a shared and persistent virtual world. Companies are eagerly investing in various VR products and services, aiming to be early adopters and create new…
Descriptors: Information Security, Computer Security, Computer Science Education, Computer Simulation
Avinal, Merve; Aydin, Abdullah – Journal of Turkish Science Education, 2022
The aim of this study is to investigate the effectiveness of the activities designed with 3D printing technology on the teaching of the sixth-grade systems in our body unit and to determine the views of students on this technology. In this study, a mixed research design in which quantitative and qualitative research methods are used together was…
Descriptors: Learning Activities, Science Education, Printing, Computer Peripherals
Meeken, Luke – Art Education, 2020
Digital culture and creativity are often framed as immaterial (Casemajor, 2015), distinct from traditional media, such as paint and clay, and divorced from the immediate, embodied, and political realities of the arts classroom. 3D printing troubles this distinction, providing a concrete way for students' digitally created artifacts to manifest in,…
Descriptors: Art Products, Computer Peripherals, Printing, Computer Uses in Education
Backhouse, Simon; Taylor, Darci; Armitage, James A. – Anatomical Sciences Education, 2019
Understanding orbital anatomy is important for optometry students, but the learning resources available are often fragile, expensive, and accessible only during scheduled classes. Drawing on a constructivist, personalized approach to learning, this study investigated students' perceptions of an alternative learning resource: a three-dimensional…
Descriptors: Anatomy, Optometry, College Students, Student Attitudes
Friend, Lesley; Mills, Kathy A. – Learning, Media and Technology, 2021
This research examined the role of touch in creative media production in the context of educational and community makerspaces. Touch, while only recently explored in digital media production, is a crucial perceptive sense through which to experience the world, particularly in two- and three-dimensional making, and to explore texture, temperature,…
Descriptors: Shared Resources and Services, Tactual Perception, Manipulative Materials, Human Body
Birt, James; Moore, Emma; Cowling, Michael – Australasian Journal of Educational Technology, 2017
There is growing evidence that the use of simulation in teaching is a key means of improving learning, skills, and outcomes, particularly for practical skills. In the health sciences, the use of high-fidelity task trainers has been shown to be ideal for reducing cognitive load and leading to enhanced learning outcomes. However, how do we make…
Descriptors: Foreign Countries, Distance Education, Computer Simulation, Allied Health Personnel
Davidsen, Jacob; Ryberg, Thomas – International Journal of Computer-Supported Collaborative Learning, 2017
In CSCL studies, language is often foregrounded as the primary resource for engaging in collaborative learning, while the body is more often positioned as a secondary resource. There is, however, a growing interest in the body as a resource in learning and collaboration in and outside CSCL. In this paper, we present, analyse, and discuss how two…
Descriptors: Computer Assisted Instruction, Cooperative Learning, Children, Human Body
Sinclair, Nathalie; Heyd-Metzuyanim, Einat – Technology, Knowledge and Learning, 2014
In this paper we describe a touchscreen application called "TouchCounts," which is designed to support the development of number sense in the early years. We first provide an a priori analysis of its affordances. Then, using Sfard's communicational approach, augmented by a focus both on the role of the body--particularly the fingers…
Descriptors: Preschool Children, Mathematical Concepts, Females, Computer Oriented Programs
Shelley, Mack, Ed.; Akcay, Hakan, Ed.; Ozturk, Omer Tayfur, Ed. – International Society for Technology, Education, and Science, 2022
"Proceedings of International Conference on Research in Education and Science" includes full papers presented at the International Conference on Research in Education and Science (ICRES) which took place on March 24-27, 2022 in Antalya, Turkey. The aim of the conference is to offer opportunities to share ideas, to discuss theoretical and…
Descriptors: Educational Technology, Technology Uses in Education, Computer Peripherals, Equipment
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