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Sara Klingenberg; Robin Bosse; Richard E. Mayer; Guido Makransky – Educational Psychology Review, 2024
This study investigates the role of embodiment when learning a technical procedure in immersive virtual reality (VR) by introducing a framework based on immersion and interactivity. The goal is to determine how increasing the levels of immersion and interactivity affect learning experiences and outcomes. In a 2 × 2 factorial design, 177 high…
Descriptors: Computer Simulation, Learning Experience, Outcomes of Education, High School Students
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Hsiao, Hsien-Sheng; Chen, Jyun-Chen; Lin, Chien-Yu; Zhuo, Pei-Wen; Lin, Kuen-Yi – Journal of Computer Assisted Learning, 2019
This study combined 3D printing technology with experiential learning strategies (ELS) to design a hands-on curriculum for preengineering students. The participants learned interdisciplinary knowledge and abstract scientific concepts through the curriculum. The study implemented a quasi-experimental design to examine whether the students who…
Descriptors: Computer Peripherals, Visual Aids, Experiential Learning, Computer Uses in Education
Pomerantz, Jeffrey – EDUCAUSE, 2018
Extended reality (XR)--a wide range of technologies along a continuum, with the real world at one end and fully immersive simulations at the other--is having a dramatic impact on pedagogy in higher education. To explore the potential of XR technologies in higher education, EDUCAUSE and HP collaborated on the Campus of the Future: 3D Technologies…
Descriptors: Computer Peripherals, Computer Uses in Education, Computer Simulation, Higher Education