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Nadine Koch; Johannes Lohmann; Martin V. Butz; Hans-Christoph Nuerk – Journal of Numerical Cognition, 2024
Magnitude information, for instance, regarding weight, distance, or velocity, is crucial for planning goal-directed interactions. Accordingly, magnitude information, including numerical magnitude, can affect actions: Responses to small numbers are faster with the left hand than the right and vice versa (hand-based SNARC effect). Previous…
Descriptors: Spatial Ability, Numbers, Number Concepts, Task Analysis
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Hans G. K. Hummel; Rob Nadolski; Hugo Huurdeman; Giel van Lankveld; Konstantinos Georgiadis; Aad Slootmaker; Hub Kurvers; Mick Hummel; Petra Neessen; Johan van den Boomen; Ron Pat-El; Julia Fischmann – Journal of Computer Assisted Learning, 2024
Background: Complex skills, like analytical thinking, are essential in preparing students for future professions. Serious games hold potential to stimulate the online acquisition of such professional skills in an active and experiential way. Objective: Rubrics are proven assessment and evaluation instruments, but were never directly integrated…
Descriptors: Game Based Learning, Scoring Rubrics, Educational Games, Computer Simulation
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Keith Francis Ratumbuisang; Uun Hariyanti; Godham Eko Saputro; Yan Amal Abdilah – Education and Information Technologies, 2024
As technology advances, virtual museums have gained popularity as a new form of learning resources. However, persuading audiences to absorb and comprehend a tremendous volume of information in an unregulated online environment is the challenge. Considering the use of an online application in educational practice, collaborative teamwork can be…
Descriptors: Story Telling, College Students, Student Attitudes, Computer Simulation
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Dewi Amat Sapuan; Josephine Ie Lyn Chan – Journal of Learning for Development, 2024
Simulation-based learning has the potential to foster a transformative learning culture within the Open and Distance Learning (ODL) environment. This report is based on a research project, integrating a simulation into a digital ODL classroom, conducted in Wawasan Open University, an ODL university in Malaysia. The report highlights how a…
Descriptors: Computer Simulation, Educational Technology, Distance Education, College Students
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Syed Shah Alam; Saif Ahmed; Husam Ahmad Kokash – Education and Information Technologies, 2024
This study explores the interplay between perceived organizational e-readiness (POE) and perceived External E-Readiness (PEE) in the adoption and integration of Augmented Reality (AR) and Virtual Reality (VR) technologies in Malaysian higher education institutions. The study employs a reflective Structural Equation Modeling (SEM) model, anchored…
Descriptors: Computer Simulation, Simulated Environment, Foreign Countries, Higher Education
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Siv Lena Birkheim; Giovanna Calogiuri; Randi Martinsen – Interactive Learning Environments, 2024
Virtual reality (VR) based simulation is emerging as an innovative tool for the training and education of healthcare professionals. However, pedagogical frameworks specific to this type of simulation are yet missing. This paper explores participants' experiences with VR-based simulation training in non-technical skills (VR-SIMI) and integrates…
Descriptors: Computer Simulation, Evidence Based Practice, Skill Development, Training
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Musa Ndiaye; Chilala K. Bowa; Wezi N. Nyimbili; Kangwa A. Nkonde; Richard Onyancha; Mabvuto Mwanza; Musonda E. Kabaso; John Siame – European Journal of Engineering Education, 2024
COVID-19 has caused major disruptions in the way engineering education is conducted all over the world. The impact has been greater in developing countries that still lack the necessary tools for pandemic-based training. In this work, we carry out a survey on three public universities based in Zambia. The survey investigates the impact of COVID-19…
Descriptors: COVID-19, Pandemics, Engineering Education, State Universities
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Bruno Bousquet; Martin Hachet; Vincent Casamayou; Erwan Normand; Jean-Paul Guillet; Lionel Canioni – Discover Education, 2024
HOBIT, which stands for "Hybrid Optical Bench for Innovative Teaching and learning" is an educational platform that leverages the combination of numerical simulation and physical manipulation to facilitate learning of complex phenomena and motivate users about wave optics in practical work. HOBIT operates in real time and is…
Descriptors: Physics, Scientific Concepts, Optics, Science Education
David Wesley Woolverton – ProQuest LLC, 2024
As virtual reality (VR) becomes more commonly used in education, it is important to understand the technology's weakness and mitigate any potential negative effects on student success. One adverse side-effect of VR use is simulation-induced motion sickness, known in the context of VR as VR sickness. Previous research by Howard and Van Zandt (2021)…
Descriptors: Computer Simulation, Educational Technology, Fear, Correlation
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Irum Alvi – Education and Information Technologies, 2024
Virtual Reality (VR) technology has become a powerful tool for Second Language (L2) learning, but few studies have explored the factors influencing learners' experiences and intentions, particularly in developing countries like India. The purpose of the study is to reveal both the reception of VR technology for L2 learning in India and the factors…
Descriptors: Computer Simulation, Second Language Learning, Foreign Countries, Developing Nations
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Daniel A. Mak; Sebastian Dunn; David Coombes; Carlo R. Carere; Jane R. Allison; Volker Nock; André O. Hudson; Renwick C. J. Dobson – Biochemistry and Molecular Biology Education, 2024
Enzymes are nature's catalysts, mediating chemical processes in living systems. The study of enzyme function and mechanism includes defining the maximum catalytic rate and affinity for substrate/s (among other factors), referred to as enzyme kinetics. Enzyme kinetics is a staple of biochemistry curricula and other disciplines, from molecular and…
Descriptors: Biochemistry, Kinetics, Science Instruction, Teaching Methods
Qiao Jin – ProQuest LLC, 2024
Virtual reality (VR) has the potential to revolutionize the way we learn and educate, enhancing and supplementing the traditional learning experience by providing new ways to interact with information and people. However, its full potential in education has yet to be fully realized, as work in this space requires resolving cutting-edge technical…
Descriptors: Educational Technology, Computer Simulation, Experiential Learning, Socialization
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Louisa Kulke; Laura Pasqualette – Cogent Education, 2024
Online teaching has drastically increased over recent years. Although presentation of teaching videos in 360-degree on Virtual Reality headsets was shown to be more immersive than 2D videos, it is under debate whether people learn better from immersive 360-degree videos or 2D videos. The current preregistered study aimed to compare students'…
Descriptors: Video Technology, Computer Simulation, Technology Uses in Education, Teaching Methods
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Fatih Kayaalp; Zeynep Basci Namli; Elif Meral – Education and Information Technologies, 2024
This study aims to reveal pre-service teachers' experience in virtual museum design that they can use in social studies teaching, and their opinions on virtual museum applications. In line with this purpose, phenomenology design was used as one of the qualitative research approaches. Selected by the criterion sampling method, the study sample…
Descriptors: Preservice Teachers, Social Studies, Teacher Education Programs, Museums
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Khaleel Al-Said; Ekaterina Vanina; Olga Pavlovskaya – Education and Information Technologies, 2024
The study investigates the impact of virtual reality technologies on the training of managers in the tourism industry using the ATLAS platform. A survey conducted among 300 professionals in the tourism sector in Russia, Kazakhstan, and Jordan allowed for the identification of differences in the perception of virtual training among Russian and…
Descriptors: Computer Simulation, Tourism, Management Development, Technology Uses in Education
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