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Sabra E. Brock; Ayushi Tandon; Yogini E. Joglekar; Pia Behmuaras – Journal of Workplace Learning, 2024
Purpose: This study aims to investigate and propose guidelines to enhance the accessibility of virtual reality (VR) interfaces for all users within professional learning environments. Motivated by a lack of comprehensive accessibility guidelines for VR learning, the study delves into a case study of Edstutia's VR campus.…
Descriptors: Computer Simulation, Employees, Disabilities, Professional Development
Baragash, Reem Sulaiman; Al-Samarraie, Hosam; Moody, Louise; Zaqout, Fahed – Journal of Special Education Technology, 2022
Augmented reality (AR) has the potential to support individuals with special needs and to enable their development of daily living skills. This meta-analysis study examined the effect of AR on functional skills acquisition across individuals affected by different disabilities. Group design studies based on a random-effects model alongside the…
Descriptors: Computer Simulation, Daily Living Skills, Disabilities, Program Effectiveness
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
Loy, David P.; Autry, Cari; Janke, Megan C.; Fish, Matthew; Burnworth, Rebecca; Whisner, Wendy; Harrell, Lauren – Schole: A Journal of Leisure Studies and Recreation Education, 2023
In response to academic and healthcare restrictions from the COVID-19 pandemic, the Pirate Wellness Program (PWP), a recreational therapy telehealth program, was developed and implemented in May of 2020 by East Carolina University Recreational Therapy (RT) faculty to provide virtual services and interventions to quarantined individuals with…
Descriptors: COVID-19, Pandemics, Wellness, Health Promotion
Rua M. Williams – ProQuest LLC, 2020
Executive functions (EF) are a collection of cognitive domains governing task initiation, motor planning, attention, and goal-oriented action. Difficulties with EF have marked impacts on adaptive living skills, learning outcomes, and quality of life for people with cognitive and psychosocial disabilities, as well as the broader population. While…
Descriptors: Computer Simulation, Executive Function, Metacognition, Disabilities
Yuliono, Tri; Sarwanto; Rintayati, Peduk – International Journal of Educational Methodology, 2018
This present study imparts a literature review focusing on Augmented Reality (AR) in the field of education. The writers reviewed the published manuscripts by centering on types of manuscripts, research designs, types of participants, and the promising roles of AR in educational setting. A total number of 18 articles were thoroughly analyzed. The…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Teaching Methods
Jaffee, Laura Jordan – Policy Futures in Education, 2016
A slew of recent news coverage has reported favorably on the use of virtual reality video games as a treatment for post-traumatic stress disorder (PTSD) in U.S. soldiers returning from Iraq and Afghanistan. Drawing on critical disability studies work, this paper argues that such depictions (re)produce a depoliticized framework for understanding…
Descriptors: Posttraumatic Stress Disorder, Foreign Policy, Computer Simulation, War
Brunner, Melissa; Palmer, Stuart; Togher, Leanne; Hemsley, Bronwyn – International Journal of Language & Communication Disorders, 2019
Background: Social media can support people with communication disability to access information, social participation and support. However, little is known about the experiences of people with traumatic brain injury (TBI) who use social media to determine their needs in relation to social media use. Aims: To determine the views and experiences of…
Descriptors: Social Media, Communication Problems, Social Networks, Disabilities
Cook, Vickie S.; Gregory, Rhonda L. – Online Learning, 2018
This paper is provided for the "Online Learning" journal 2018 Special Conference Edition. It was initially presented at the 2018 OLC Innovate Conference in Nashville Tennessee. In this article, we will explore various emerging technologies. It is important to note that the authors believe that learning is not a complete circle when…
Descriptors: Educational Technology, Online Courses, Teaching Methods, Technology Uses in Education
Vizenor, Katie Virginia – ProQuest LLC, 2014
Digital Citizenship is a concept typically used in discussions of how technology impacts our relationships with others and our physical world communities. It is also used to describe ways that we can leverage our technology use and skill to make our communities and nations better and stronger. Educators are now teaching "good digital…
Descriptors: Simulated Environment, Disabilities, Computer Simulation, Communities of Practice
Heilig, Leah – Business and Professional Communication Quarterly, 2018
Using interactive digital maps is now common practice for most universities. Increasingly, more users are introduced to their academic workplaces through online content such as Google Street View and virtual tours. Students with disabilities depend on environmental information to navigate the barriers they face on campus. While most webmasters for…
Descriptors: Universities, Information Technology, Geographic Information Systems, Maps
Walker, Zachary; McMahon, Don D.; Rosenblatt, Kara; Arner, Tracy – SAGE Open, 2017
The success of Pokémon Go is demonstrating that augmented reality (AR) is reaching the masses quickly and can be a robust tool to enhance student engagement and learning. Leveraging AR for instructional purposes has the potential to become a powerful medium for Universal Design for Learning (UDL) by providing new tools for multiple means of…
Descriptors: Physical Environment, Simulated Environment, Computer Simulation, Learner Engagement
Davis, Donna; Moscato, Derek – Journal of Interactive Learning Research, 2017
This study explores how visual narratives stemming from the experience of healthy embodiment in social virtual worlds, especially for individuals living with chronic disease or disability, both fosters relationships and more broadly impacts physical and emotional life experience and overall quality of life. It does so through the lens of social…
Descriptors: Disabilities, Social Support Groups, Social Networks, Personal Narratives
Ridings, Laura Elizabeth – ProQuest LLC, 2017
Virtual education in the United States continues to be a popular option for K-12 students. The enrollment in full-time virtual schools not only represents typical learners but a growing number of students with disabilities, including low-incidence disabilities. In some states, this population exceeds the state-wide average percentage of students…
Descriptors: Disabilities, Team Teaching, Computer Simulation, Teaching Methods
Scalise, Kathleen; Irvin, P. Shawn; Alresheed, Fahad; Zvoch, Keith; Yim-Dockery, Huna; Park, Sunhi; Landis, Britt; Meng, Paul; Kleinfelder, Bren; Halladay, Lauren; Partsafas, Andrea – Journal of Special Education Technology, 2018
In this article, we describe current research findings on assessment accommodations and universal design within the context of emerging interactive digital assessment tasks that employ simulations such as in science, technology, engineering, and mathematics (STEM). STEM education in many classrooms now includes digitally based activities such as…
Descriptors: STEM Education, Testing Accommodations, Access to Education, Computer Simulation