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Francheska M. Garcia – ProQuest LLC, 2024
Healthcare professionals and individuals underutilize substance use screenings, driving exploration of innovative approaches like virtual agent-guided screening. This study assessed the virtual counselor app's equivalence to in-person evaluation for substance use screening. Participants also completed a user experience questionnaire and a…
Descriptors: Intervention, Screening Tests, Substance Abuse, Health Services
Fang, Ning; Guo, Yongqing – Journal of Educational Computing Research, 2023
Computer simulation and animation (CSA) is educational technology in which computer programs are employed to simulate and animate real-world physical phenomena and processes. CSA has attracted growing attention and received an increasing number of applications in the international science, technology, engineering, and mathematics education…
Descriptors: Educational Improvement, Learning Processes, Educational Technology, Computer Software
Dutta, Rubina; Mantri, Archana; Singh, Gurjinder – Smart Learning Environments, 2022
The education system evolves and transforms towards interactive and immersive learning tools in this digital age. Augmented reality has also evolved as a ubiquitous, robust, and effective technology for providing innovative educational tools. In engineering education, many abstract concepts require technological intervention for conceptual…
Descriptors: Usability, Computer Simulation, Engineering Education, Intervention
McFaul, Hugh; FitzGerald, Elizabeth – British Journal of Educational Technology, 2020
This paper provides a realist evaluation of the Open Justice virtual reality (VR) smartphone app, designed to develop presentation skills for students on an undergraduate legal education module. This work addresses two research questions: what proportion of students engaged with the Open Justice app, and what worked for whom in what circumstances…
Descriptors: Undergraduate Students, Legal Education (Professions), Computer Simulation, Computer Software
Lim, Kenneth Y. T.; Lim, Ryan – British Journal of Educational Technology, 2020
This study describes an approach to history education which leverages augmented reality (AR). Currently, most learning interventions with AR are designed from the paradigm of an expert-led model of teaching, where the AR artefact is created by a domain expert; under such a paradigm, the learner has limited ownership of the process of artefact…
Descriptors: Semiotics, Foreign Countries, Intervention, Computer Simulation
Cooper, Mick; van Rijn, Biljana; Chryssafidou, Evi – British Journal of Guidance & Counselling, 2019
This study is a pilot evaluation of a new avatar-based therapeutic tool, ProReal, with psychologically distressed young people within a school setting. In total, 54 young people, aged 12-18 years old, participated in face-to-face "avatar-based counselling." Young people used the software to represent themselves and others, their problems…
Descriptors: Mental Disorders, Counseling Techniques, Adolescents, Computer Software
Lindgren, Robb; Morphew, Jason; Kang, Jina; Junokas, Michael – Mind, Brain, and Education, 2019
Research from brain science and the learning sciences support the notion that human cognition is grounded in our sensorimotor engagement with the physical world and that processes of learning can be shaped by our movements and actions. Increasing recognition that effective educational interventions can be seeded with embodied actions is paralleled…
Descriptors: Neurosciences, Schemata (Cognition), Sensory Integration, Nonverbal Communication
Eckhardt, Marc; Urhahne, Detlef; Harms, Ute – Education Sciences, 2018
Intuitive knowledge seems to influence human decision-making outside of consciousness and differs from deliberate cognitive and metacognitive processes. Intuitive knowledge can play an essential role in problem solving and may offer the initiation of subsequent learning processes. Scientific discovery learning with computer simulations leads to…
Descriptors: Computer Simulation, Grade 8, Secondary School Students, Foreign Countries
Jensen, Camilla Gyldendahl – Journal of Problem Based Learning in Higher Education, 2017
"Virtual reality" adds a new dimension to problem-based learning (PBL) environments in the architecture and building construction educations, where a realistic and lifelike presence in a building enables students to assess and discuss how the various solutions interact with each other. Combined with "Building Information…
Descriptors: Computer Simulation, Web 2.0 Technologies, Problem Based Learning, Teaching Methods
Naz, Najma; Sayyed, Ali; Dal Sasso, Grace Teresinha Marcon; Khanum, Sabiha; de Souza, Maria de Lourdes – Education Sciences, 2018
The development of information and communication technologies and the accessibility of mobile devices has increased the possibilities of the teaching and learning process anywhere and anytime. Mobile and web application allows the production of constructive teaching and learning models in various educational settings, showing the potential for…
Descriptors: Information Technology, Heart Disorders, Active Learning, Educational Technology
Santi, George; Baccaglini-Frank, Anna – PNA, 2015
We shift the view of a special needs student away from the acknowledged view, that is as a student who requires interventions to restore a currently expected functioning behaviour, introducing a new paradigm to frame special needs students' learning of mathematics. We use the theory of objectification and the new paradigm to look at (and…
Descriptors: Mathematics Instruction, Learning Problems, Generalization, Special Needs Students
Shih, Ching-Hsiang; Shih, Ching-Tien; Pi, Pi-Hsiang – Research in Developmental Disabilities: A Multidisciplinary Journal, 2011
The latest research adopting software technology to improve pointing performance is through an Automatic Target Acquisition Program (ATAP), where the user can click on the mouse button when a dashed line is aimed at the desired target, instead of moving the cursor to the target. However, ATAP has one limitation--it cannot benefit from Mouseover…
Descriptors: Intervention, Computer Simulation, Developmental Disabilities, Program Effectiveness
Gibson, Bryan Smith – ProQuest LLC, 2012
This dissertation describes a line of research that addresses translational research questions related to the use of computerized simulation to affect the knowledge, beliefs, motivation and self-management behaviors of individuals with chronic disease. The specific research projects focus on type 2 diabetes (T2DM) and physical activity as…
Descriptors: Diabetes, Health Behavior, Behavior Change, Guidelines
Cochrane, Todd; Davis, Niki; Morrow, Donna – International Journal of Virtual and Personal Learning Environments, 2013
A methodology for design based research (DBR) into effective development and use of Multi-User Virtual Environments (MUVE) in vocational education is proposed. It blends software development with DBR with two theories selected to inform the methodology. Legitimate peripheral participation LPP (Lave & Wenger, 1991) provides a filter when…
Descriptors: Vocational Education, Design, Computer Simulation, Computer Software
Nunes, Miguel Baptista, Ed.; McPherson, Maggie, Ed.; Kommers, Piet, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2017
These proceedings contain the papers of the International Conference e-Learning 2017, which was organised by the International Association for Development of the Information Society, 20-22 July, 2017. This conference is part of the Multi Conference on Computer Science and Information Systems 2017, 20-23 July, which had a total of 652 submissions.…
Descriptors: Electronic Learning, Online Courses, Teaching Methods, Information Literacy
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