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Atina Putri; Fahma Waluya Rosmansyah; Chessa Nur Triejunita; Yuda Sukmana; Nyilo Purnami; Sakina Sakina; Yuni Sari Amalia; Yusep Rosmansyah – Smart Learning Environments, 2025
The increasing popularity of mobile devices as alternative tools for learning has led to the adoption of virtual laboratory simulation (VLab) to enhance practical learning experiences. This paper introduces an interactive mobile learning application designed to facilitate medical students in learning ear anatomy using a three-dimensional model.…
Descriptors: Science Laboratories, Anatomy, Science Education, Computer Simulation
Jaroslaw Sadowski; Jacek Stefanski – IEEE Transactions on Education, 2024
Contribution: Two toolsets for the remote teaching of radio communication laboratory classes: 1) online simulators for individual work of students and 2) a remote access system to laboratory workstations for group work. Initial assumptions and method of implementation of both tools are presented. Background: The COVID-19 pandemic has forced a…
Descriptors: Blended Learning, Laboratories, Radio, Telecommunications
Barathan Selvam; Grace Annammal Gnana Piragasam – British Journal of Special Education, 2025
The increasing use of mobile devices in educational settings is mainly attributable to the significant contributions made by technological advancements. These devices now make it possible to incorporate mobile applications, such as augmented reality (AR), in order to provide students with learning disabilities with assistance in improving their…
Descriptors: Students with Disabilities, Writing Skills, Learning Disabilities, Telecommunications
Andy Nguyen; Luna Huynh; Belle Dang; Sami Pohjolainen; Juho Mattila; Iikka J. Paajala; Ruut Tikkanen; Essi Lehto; Fedja Poikonen; Pasi Karppinen – Education and Information Technologies, 2025
The metaverse has gained considerable attention and enormous investments in recent years and is increasingly recognized as a critical domain for future interactions and communications. Despite its growing importance, there is a notable lack of research on metaverse literacy, especially in education and training. This study aims to conceptualize…
Descriptors: Computer Simulation, Computer Uses in Education, Digital Literacy, Experiential Learning
Abdul Bashith; Saiful Amin; Muhammad Aliman; Muchammad Akbar Kurniawan; Hasse Jubba; Linda Maulidiah – Educational Process: International Journal, 2025
Background/purpose: Empirical data consistently demonstrate that social sciences education suffers from suboptimal learning outcomes, primarily due to overcrowded curricula and students' struggle to connect abstract theoretical concepts with real-world applications. Therefore, learning that implements technology to assist students in comprehending…
Descriptors: Laboratories, Social Sciences, Computer Simulation, Technology Uses in Education
Paulo Henrique Siqueira – Journal of Education and Learning, 2025
This article presents the adaptations for creating a set of Dragon Curve fractals using the Platonic polyhedra. The modeled fractals were inserted into environments programmed with Virtual Reality (VR) resources, which allow the visitor to manipulate and visualize each iteration used to construct these fractals. The structures of HTML page…
Descriptors: Geometric Concepts, Computer Simulation, Telecommunications, Handheld Devices
Nancy Spear Owen – ProQuest LLC, 2022
The COVID pandemic led to a sudden expansion of telehealth in the delivery of nursing services. At the same time, nursing education was forced to extend clinical learning to online approaches. However, telehealth clinical experiences are limited in the nursing curricula of entry-level programs. Nursing simulation is an educational activity that…
Descriptors: Videoconferencing, Access to Health Care, Medicine, Telecommunications
Nagihan Kadioglu; Özge Özyalçin Oskay – Pedagogical Research, 2025
The aim of this study was to determine the effect of Mobile AR (MAR) supported Flipped Learning Model (FLM) applications on the academic achievement of first year undergraduate students in General Chemistry Laboratory course and to investigate the students' views on MAR supported FLM. In the study carried out with a quasi-experimental design with…
Descriptors: Flipped Classroom, Chemistry, Science Laboratories, Science Experiments
Nadia Parsazadeh; Pei-Yu Cheng – Journal of Educational Technology Systems, 2025
This study presents a framework for integrating meaningful learning into a mobile learning context to enhance the learning achievement of natural science students through the utilization of advanced technologies and outdoor learning. An experiment was conducted on elementary school students to examine the effect of an Augmented Reality-based…
Descriptors: Telecommunications, Handheld Devices, Natural Sciences, Science Education
Shadiev, Rustam; Dang, Chuanwen; Sintawati, Wayan; Yi, Suping; Huang, Yueh-Min – Educational Technology Research and Development, 2023
Studies that explored intercultural competence in tele collaborative projects mostly integrated their intercultural learning activities in language learning context, and other learning contexts were neglected by researchers. In the present study, we aimed to address this gap by integrating intercultural learning and information literacy learning.…
Descriptors: Information Literacy, Cultural Awareness, Multicultural Education, Computer Simulation
Tzortzoglou, Filippos; Kosmas, Panagiotis; Avraamidou, Lucy – Contemporary Educational Technology, 2023
The use of augmented reality games (ARGs) in education has gained increased attention from curriculum developers, teachers, and researchers in the past decade. Research findings show that ARGs can promote meaningful learning environments that foster key competences for the 21st century. This paper presents the design process of…
Descriptors: Computer Simulation, Game Based Learning, Telecommunications, Handheld Devices
Haozhe Jiang; Deqi Zhu; Ritesh Chugh; Darren Turnbull; Wu Jin – Education and Information Technologies, 2025
As virtual reality (VR) and augmented reality (AR) continue to become popular, there remains a noticeable gap in understanding their potential for enriching science, technology, engineering, and mathematics (STEM) learning among K-12 students. To address this knowledge gap, this study systematically reviewed 117 articles published from 2010 to…
Descriptors: Computer Simulation, Technology Uses in Education, STEM Education, Elementary Secondary Education
Yu, Fahong; Chen, Meijia; Zhu, Qiang; Yu, Bolin; Liu, Jianhua; Cai, Zhaoquan – International Journal of Distance Education Technologies, 2023
Aimed to adapt the experimental teaching to keeping up with the actual application of the experimental scene, an experimental teaching based on virtual-real combination for mobile communication was proposed in this article, which realized the collaborative mode of combining online virtual operations and real operations. The virtual experiments…
Descriptors: Computer Simulation, Handheld Devices, Telecommunications, Computer Mediated Communication
Ismael E. Espinosa-Curiel; Carlos A. Garcia de Alba-Chavez – IEEE Transactions on Learning Technologies, 2024
Serious video games provide a immersive learning environment for agriculture by simulating real-life challenges scenarios. However, empirical evidence of their effectiveness is sparse. This scoping review follows PRISMA-ScR guidelines to summarize literature on serious video games for agricultural learning, highlighting research trends and…
Descriptors: Educational Games, Agricultural Education, Video Games, Content Analysis
Nicolas Loiseau; Adrien Bruni; Pierre Puigpinos; Jean-Christophe Sakdavong – International Association for Development of the Information Society, 2024
This paper explores the concept of self-efficacy and its impact on individual performance on a mobile learning application. Self-efficacy refers to one's belief in their ability to achieve their goals and is a key factor in everyday life. To investigate the relationship between self-efficacy and performance, we conducted an experiment with 104…
Descriptors: Self Efficacy, Telecommunications, Handheld Devices, Computer Software

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