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Nguyen-Dang Minh Phuc; Huynh Tan Thanh Tam – International Journal for Technology in Mathematics Education, 2024
Mathematics education often grapples with the challenge of teaching abstract mathematical concepts, particularly those existing in 3D space. Visualizing, manipulating, and comprehending these abstract objects can be a formidable task for learners. While 3D printing technology has found applications in various fields, its utilization in mathematics…
Descriptors: High Schools, Technology Uses in Education, Computation, Measurement
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Backhouse, Simon; Taylor, Darci; Armitage, James A. – Anatomical Sciences Education, 2019
Understanding orbital anatomy is important for optometry students, but the learning resources available are often fragile, expensive, and accessible only during scheduled classes. Drawing on a constructivist, personalized approach to learning, this study investigated students' perceptions of an alternative learning resource: a three-dimensional…
Descriptors: Anatomy, Optometry, College Students, Student Attitudes
Danielle Eve Schneider – ProQuest LLC, 2021
Immersive virtual reality as a tool in the middle-school classroom is a promising avenue to aid in cognitively challenging tasks requiring access to visual processes. As these tools become ever present in society, the expectation of school districts to include them into classroom curricula has become challenging, as there is inconsistent data…
Descriptors: STEM Education, Middle Schools, Computer Simulation, Technology Uses in Education
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Martin-SanJose, Juan-Fernando; Juan, M. -Carmen; Mollá, Ramón; Vivó, Roberto – Interactive Learning Environments, 2017
Advanced displays and natural user interfaces (NUI) are a very suitable combination for developing systems to provide an enhanced and richer user experience. This combination can be appropriate in several fields and has not been extensively exploited. One of the fields that this combination is especially suitable for is education. Nowadays,…
Descriptors: Computer Interfaces, Visual Aids, Teaching Methods, Computer Games
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Polys, Nicholas F.; Bacim, Felipe; Setareh, Mehdi; Jones, Brett D. – Engineering Design Graphics Journal, 2015
There has been a significant gap between the tools used for the design of a building's architectural form and those that evaluate the structural physics of that form. Seeking to bring the perspectives of visual design and structural engineering closer together, we developed and evaluated a design tool for students and practitioners to explore the…
Descriptors: Architecture, Design, Depth Perception, Computer Simulation
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Adams, Christina M.; Wilson, Timothy D. – Anatomical Sciences Education, 2011
The inherent spatial complexity of the human cerebral ventricular system, coupled with its deep position within the brain, poses a problem for conceptualizing its anatomy. Cadaveric dissection, while considered the gold standard of anatomical learning, may be inadequate for learning the anatomy of the cerebral ventricular system; even with…
Descriptors: Video Technology, Laboratory Procedures, Physics, Depth Perception
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Smith, Tracy Wilson; Colby, Susan A. – Clearing House: A Journal of Educational Strategies, Issues and Ideas, 2007
The authors have been engaged in research focused on students' depth of learning as well as teachers' efforts to foster deep learning. Findings from a study examining the teaching practices and student learning outcomes of sixty-four teachers in seventeen different states (Smith et al. 2005) indicated that most of the learning in these classrooms…
Descriptors: Learning Strategies, Depth Perception, Outcomes of Education, Teaching Methods
Sorrell, Howard M. – Practical Pointers, 1978
A circuit approach and station techniques are used to depict perceptual motor games for handicapped and nonhandicapped children. Twenty activities are described in terms of objectives, materials, and procedures, and their focus on visual tracking, visual discrimination and copying of forms, spatial body perception, fine motor coordination, tactile…
Descriptors: Class Activities, Depth Perception, Disabilities, Elementary Secondary Education
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Hansen, Per Skafte – European Journal of Engineering Education, 2004
The Virtual Grand Tour (VGT) is a paradigm for integrating a presentation of an overview of a larger subject with the possibility of launching at any time an exploratory study of a given sub-topic. The name derives from the paradigm's emulation of those 18th-century travels intended to educate (especially) young, affluent British men; today, with…
Descriptors: Models, Teaching Methods, Computer Software, Navigation (Information Systems)