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Oliveira, André de Sá Braga; Leonel, Luciano César P. C.; LaHood, Edward R.; Hallak, Hana; Link, Michael J.; Maleszewski, Joseph J.; Pinheiro-Neto, Carlos D.; Morris, Jonathan M.; Peris-Celda, Maria – Anatomical Sciences Education, 2023
Hands-on dissections using cadaveric tissues for neuroanatomical education are not easily available in many educational institutions due to financial, safety, and ethical factors. Supplementary pedagogical tools, for instance, 3D models of anatomical specimens acquired with photogrammetry are an efficient alternative to democratize the 3D…
Descriptors: Guidelines, Anatomy, Computer Simulation, Models
Alenezi, Mamdouh – Education Sciences, 2021
In the present times, digital transformation has gained momentum. Contemporary higher education institutions have been embracing new technologies and transforming their practices, business models and process. Digital transformation in the higher education institutions is about the development of new more advanced and effective methods and…
Descriptors: Educational Change, Higher Education, Information Technology, Institutional Mission
Chunli Yang; Siti Ezaleila Mustafa – Eurasian Journal of Applied Linguistics, 2024
This study investigates the integration of advanced technologies to improve the translation and dissemination of Chinese museum culture through multimodal approaches. The primary aim is to incorporate Artificial Intelligence (AI) and big data to enhance the quality and accessibility of cultural exhibits. Current challenges in the translation and…
Descriptors: Museums, Technology Integration, Artificial Intelligence, Exhibits
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
Ciasullo, Alessandro – Research on Education and Media, 2018
The universality of the educational activities must be in agreement with a series of systems that involve the universality of the subjects who learn and their physical, mental, belief, race and religion differences. The possibilities promoted by an immersive education --made of stimuli aimed at transformation through the use of virtual…
Descriptors: Inclusion, Computer Simulation, Teaching Methods, Computer Software
Beaujean, A. Alexander – Journal of Psychoeducational Assessment, 2018
Simulation studies use computer-generated data to examine questions of interest that have traditionally been used to study properties of statistics and estimating algorithms. With the recent advent of powerful processing capabilities in affordable computers along with readily usable software, it is now feasible to use a simulation study to aid in…
Descriptors: Computer Simulation, Computation, Learning Disabilities, Identification
Laranjeiro, Dionísia – Education Sciences, 2021
Recent studies indicate tablets as the preferred devices of preschool children, due to portability, autonomy of use and variety of apps. There is also extensive evidence of the contributions of digital technologies in different areas of learning at these ages. The Aprender XXI project aimed to develop game-based learning apps, with content…
Descriptors: Telecommunications, Handheld Devices, Computer Software, Computer Games
Liang, Yuxin; Liu, Guo-Ping – IEEE Transactions on Learning Technologies, 2018
This paper presents a method to design high-quality 3D equipment for virtual laboratories. A virtual control laboratory is designed on large-scale educational purpose with merits of saving expenses for universities and can provide more opportunities for students. The proposed laboratory with more than 30 virtual instruments aims at offering…
Descriptors: Computer Simulation, Computer Software, Laboratory Experiments, Student Attitudes
Fombona, Javier; Pascual, María Angeles; Ferra, Miguel Pérez – Journal of New Approaches in Educational Research, 2020
The deep penetration and global impact of mobile devices has led the scientific community to undertake a thorough analysis of the implications of this phenomenon. Researchers need to determine their true real effect and how they can best be used to manage information and build knowledge. This study has examined recent investigations on the subject…
Descriptors: Telecommunications, Handheld Devices, Electronic Learning, Scientific Research
Bagarukayo, Emily – International Journal of Education and Development using Information and Communication Technology, 2018
Employers have criticised graduates for having inadequate skills to apply knowledge into practice. One of the causes of this challenge is the traditional teaching and learning methods which concentrate more on theory than practice. Technology affords several teaching and learning tools like social media which students are already motivated to use.…
Descriptors: Social Media, Teaching Methods, Learning Processes, Video Technology
Lawrence, Geoff; Ahmed, Farhana – International Journal of Computer-Assisted Language Learning and Teaching, 2018
This article shares pedagogical insights from a qualitative study examining the use of immersive social virtual worlds (SVWs) in language teaching and learning. Recognizing the language learning affordances of immersive virtual environments, this research examines the beliefs and practices of 'Karelia Kondor,' an avatar-learner and teacher of…
Descriptors: Computer Simulation, Second Language Learning, Second Language Instruction, Teaching Methods
Chandramouli, Magesh; Chittamuru, Siva-Teja – Engineering Design Graphics Journal, 2016
This paper explains the design of a graphics-based virtual environment for instructing computer hardware concepts to students, especially those at the beginner level. Photorealistic visualizations and simulations are designed and programmed with interactive features allowing students to practice, explore, and test themselves on computer hardware…
Descriptors: Online Courses, Computer Software, Concept Formation, Guidelines
Ayodele, Kayode P.; Inyang, Isaac A.; Kehinde, Lawrence O. – IEEE Transactions on Education, 2015
One of the more interesting approaches to teaching advanced logic concepts is the use of online laboratory frameworks to provide student access to remote field-programmable devices. There is as yet, however, no conclusive evidence of the effectiveness of such an approach. This paper presents the Advanced Digital Lab, a remote laboratory based on…
Descriptors: Teaching Methods, Logical Thinking, Guidelines, Programming
Villalta, M.; Gajardo, I.; Nussbaum, M.; Andreu, J. J.; Echeverria, A.; Plass, J. L. – Computers & Education, 2011
In a Classroom Multiplayer Presential Game (CMPG) peers interact collaboratively with the virtual world and amongst themselves in a shared space. The design of this kind of game, however, is a complex process that must consider instruction strategies, methodology, usability and ludic aspects. This article's aim is to develop and systematize…
Descriptors: Design Requirements, Guidelines, Instructional Effectiveness, Educational Technology
Nic Giolla Mhichíl, Mairéad; van Engen, Jeroen; Ó Ciardúbháin, Colm; Ó Cléircín, Gearóid; Appel, Christine – Research-publishing.net, 2014
This paper sets out to construct and present the evolving conceptual framework of the SpeakApps projects to consider the application of learning analytics to facilitate synchronous and asynchronous oral language skills within this CALL context. Drawing from both the CALL and wider theoretical and empirical literature of learner analytics, the…
Descriptors: Oral Language, Computer Assisted Instruction, Management Systems, Second Language Learning