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Showing 1 to 15 of 237 results Save | Export
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Qing Yu; Bao-min Li; Qi-yun Wang – Interactive Learning Environments, 2024
In recent years, 3D holographic technology (3DHT) has attracted more and more attention from the field of education, bringing new opportunities to reform the delivery of instruction and learning. Whether the application of 3D holographic technology can effectively improve student learning performance has become a pendent issue. In this study, a…
Descriptors: Visual Aids, Technology, Learning Processes, Meta Analysis
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Yadu Prasad Gyawali; Meghna Mehndroo – International Journal of Education and Development using Information and Communication Technology, 2024
The incorporation of computer technology in higher education has experienced substantial expansion and evolution in recent years. This study aims to examine the possibilities and problems that emerge throughout the integration process. Through an analysis of the multifaceted components associated with integrating computer technology within higher…
Descriptors: Technology Integration, Computers, Access to Education, Independent Study
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Lynn Long; Avgoustos Tsinakos – Journal of Interactive Learning Research, 2025
Development of effective oral presentation skills is an essential component of entrepreneurship education, but class size and time constraints can limit opportunities to practice and receive quality feedback. Immersive virtual reality can provide time- and place-independent opportunities to hone presentation skills in diverse settings with…
Descriptors: Computer Simulation, Computer Uses in Education, Public Speaking, Skill Development
Gusev, Dmitri A. – Association Supporting Computer Users in Education, 2021
A wide variety of modern chess software products is available to the modern professional and amateur chess players alike, helping them improve their chess skills and prepare for online and traditional tournaments. These products include chess user interfaces (UIs), traditional Alpha-Beta (AB) and emergent Neural Network (NN) chess engines, game…
Descriptors: Games, Computer Software, Open Source Technology, Competition
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Salah M. Ali; Kamariah Yunus; Turky Alshaikhi; Abdussalam Marie Aliia – E-Learning and Digital Media, 2025
The aim of the study is to investigate the use of digital technology in English as a foreign language (EFL) classroom using various digital tools through computers and cell phones. These tools and their effect on self-perceived knowledge, learning, and English use were analyzed at the University of Tabuk. The study was conducted on a sample of 605…
Descriptors: Educational Technology, English (Second Language), Second Language Learning, Self Concept
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Chang, Yu-Shan – British Journal of Educational Technology, 2021
This study explored the effects of virtual reality (VR) application on the process and outcome of skill learning. The participants consisted of 60 new employees in the customer network cable service division of a telecommunications company, and the study focused on the learning of optical-fibre fusion splicing skills. The skill-learning test…
Descriptors: Computer Simulation, Skill Development, Job Training, Job Skills
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Kok-Sing Tang; Grant Cooper; Natasha Rappa; Martin Cooper; Craig Sims; Karen Nonis – Pedagogies: An International Journal, 2024
This paper explores the pedagogical potential of Generative Artificial Intelligence (GenAI) in secondary education through a dialogic approach to teaching, learning and assessment. It presents an ongoing action research project in collaboration with a high school in Western Australia, involving four teachers to integrate GenAI in their classrooms.…
Descriptors: Foreign Countries, Artificial Intelligence, Dialogs (Language), Inquiry
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Svetlana Rzanova; Elena Yushchik; Svetlana Markova; Albina Sergeeva – Education and Information Technologies, 2024
The globalization of contemporary education is ensured by the incorporation of cutting-edge pedagogical techniques and active learning technologies, such as case-method technology, into the teaching and learning process as a whole. The primary objective of this research endeavour was to assess the efficacy of the case method when employed in the…
Descriptors: Computer Simulation, Computer Uses in Education, Case Method (Teaching Technique), Engineering Education
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Mario de la Puente; Jose Torres; Ana Laura Blanco Troncoso; Yuraima Yuliza Hernández Meza; Jenny Xiomara Marquez Carrascal – Smart Learning Environments, 2024
This study investigated the effectiveness of using ChatGPT, a large language model (LLM), to enhance critical thinking and argumentation skills among undergraduate students studying international relations in a developing nation context. A total of 95 participants were randomly assigned to an experimental group (n = 48) and a control group (n =…
Descriptors: Artificial Intelligence, Computer Uses in Education, Critical Thinking, Persuasive Discourse
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Ernesto Sánchez; Victor Nozair García-Ríos; Francisco Sepúlveda – Educational Studies in Mathematics, 2024
Sampling distributions are fundamental for statistical inference, yet their abstract nature poses challenges for students. This research investigates the development of high school students' conceptions of sampling distribution through informal significance tests with the aid of digital technology. The study focuses on how technological tools…
Descriptors: High School Students, Concept Formation, Thinking Skills, Skill Development
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Ravikantha Prabhu; Sharun Mendonca; Pavana Kumara Bellairu; Noel Deepak Shiri – Innovations in Education and Teaching International, 2025
In response to evolving engineering education, there is a growing focus on fostering students' practical skills. This study implemented a Mini Project Based Learning (MPBL) approach within the Computer Integrated Manufacturing (CIM) course. The tasks involved SOLIDWORKS modelling, writing CNC code using CADEM seeNC Turn software, and hands-on CNC…
Descriptors: Engineering Education, Student Projects, Active Learning, Computer Uses in Education
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Wells, Trent; Miller, Greg – Journal of Agricultural Education, 2020
Simulator technologies such as virtual reality (VR) can serve as practical tools in the educational process. VR technology applications can be effectively used for weld process training. Weld process training can often be found in university-level agricultural education settings. We sought to determine if using a VR technology application within…
Descriptors: Welding, Computer Simulation, Computer Uses in Education, Agricultural Education
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Meng-Han Tsai – Journal of Civil Engineering Education, 2024
This research describes a case study of an integrated human-computer interaction (HCI) course for construction engineering students using project-based learning and experiential learning cycle methods. To help engineering students keep pace with the increasing use of information technology (IT) in the construction industry, educational…
Descriptors: Design, Thinking Skills, Student Projects, Active Learning
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Sun, Fu-Rong; Pan, Long-Fei; Wan, Rong-Gen; Li, Hui; Wu, Shu-Jing – Interactive Learning Environments, 2021
This research aims to explore the latent effect of elementary student engagement in a Spherical Video-based Virtual Reality (SVVR) environment for a school-based course on higher level competence development. Student engagement and higher level competence development were investigated using a valid sample of 324 students from five elementary…
Descriptors: Learner Engagement, Elementary School Students, Computer Simulation, Skill Development
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Eynon, Rebecca; Geniets, Anne – Learning, Media and Technology, 2016
Digital skills are an important aspect of ensuring that all young people are digitally included. Yet, there tends to be an assumption in popular discourse that young people can simply learn these skills by themselves. While experience of technologies forms an important part of the learning process, other resources (i.e., access to technology and…
Descriptors: Skill Development, Information Literacy, Internet, Influence of Technology
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