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Capturing Self-Regulated Learning Processes in Virtual Reality: Causal Sequencing of Multimodal Data
Marta Sobocinski; Daryn Dever; Megan Wiedbusch; Foysal Mubarak; Roger Azevedo; Sanna Järvelä – British Journal of Educational Technology, 2024
This study examines the embodied ways in which learners monitor their cognition while learning about exponential functions in an immersive virtual reality (VR) based game, "Pandemic" by Prisms of Reality. Traditionally, metacognitive monitoring has been assessed through behavioural traces and verbalised instances. When learning in VR,…
Descriptors: Computer Simulation, Educational Games, Video Games, Metacognition
Jing Chen; Nur Azlina Mohamed Mokmin – Education and Information Technologies, 2024
In visual arts education, understanding abstract concepts and intricate symbolism is crucial for appreciating traditional art. However, traditional teaching methods often fail to facilitate students' grasp of these ideas, resulting in reduced engagement and inefficient learning. To overcome this, our study integrates Augmented Reality (AR)…
Descriptors: Elementary School Students, Cognitive Processes, Visual Arts, Art Education
Hou, Huei-Tse; Fang, Ying-Sang; Tang, Joni Tzuchen – Interactive Learning Environments, 2023
Logical thinking and reasoning of geometric space are among the key abilities of science and technology education. This research developed a framework of an alternate reality-based board game incorporating augmented reality (AR) exploration with multi-dimensional scaffolding, including "cognitive scaffolding," "metacognitive…
Descriptors: Educational Games, Computer Simulation, Scaffolding (Teaching Technique), Spatial Ability
Hong, Jon-Chao; Hwang, Ming-Yueh; Chen, Mei-Syuan; Tai, Kai-Hsin – Journal of Educational Computing Research, 2021
In line with the attention-to-affect model, this study employed a game that encompasses Gestalt perception to explore how extraneous cognitive load (ECL) and gameplay anxiety correlate with attitude towards exploitative learning and attitude towards explorative learning as students play the Visual-Saliency game (VSG) with images of artworks. The…
Descriptors: Difficulty Level, Cognitive Processes, Anxiety, Correlation
Pellas, Nikolaos – Journal of Computer Assisted Learning, 2023
Background: Owing to the exponential growth of three-dimensional (3D) environments amongst researchers and educators to create simulation games (SGs) in primary education, there is a growing interest to examine their potential support in computer science courses instead of visual programming environments. Objectives: This study explores the…
Descriptors: Computation, Thinking Skills, Programming, Skill Development
Demetrios G. Sampson, Editor; Dirk Ifenthaler, Editor; Pedro Isaías, Editor – International Association for Development of the Information Society, 2024
These proceedings contain the papers of the 21st International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2024), held in Zagreb, Croatia, from 26 to 28 October 2024 and organized by the International Association for Development of the Information Society (IADIS). The CELDA conference aims to address the main issues…
Descriptors: Cognitive Processes, Cognitive Psychology, Computer Uses in Education, Technology Uses in Education
Parong, Jocelyn; Mayer, Richard E. – Applied Cognitive Psychology, 2020
Summary The goal of the present study was to examine the effects of playing an immersive virtual reality game that included a collection of gamified cognitive tasks, "Cerevrum," on specific components of cognition, including perceptual attention, mental rotation, working memory, visualization, visual field of view, and visual processing…
Descriptors: Cognitive Processes, Cognitive Development, Educational Games, Training
Gordon, Chelsea L.; Shea, Timothy M.; Noelle, David C.; Balasubramaniam, Ramesh – Cognitive Science, 2019
Rich sensorimotor interaction facilitates language learning and is presumed to ground conceptual representations. Yet empirical support for early stages of embodied word learning is currently lacking. Finding evidence that sensorimotor interaction shapes learned linguistic representations would provide crucial support for embodied language…
Descriptors: Affordances, Vocabulary Development, Computer Simulation, Psychomotor Skills
van der Pal, Jelke; Roos, Christopher; Sewnath, Ghanshaam; Rosheuvel, Christian – International Association for Development of the Information Society, 2016
The prospective use of low fidelity simulation and gaming in aviation training is high, and may facilitate individual, personal training needs in usually asynchronous training setting. Without direct feedback from, or intervention by, an instructor, adaptivity of the training environment is in high demand to ensure training sessions maintain an…
Descriptors: Educational Games, Brain, Aviation Education, Cognitive Processes
Shaughnessy, Michael F.; Fulgham, Susan M. – Educational Technology, 2016
Sigmund Tobias came to the United States in 1948, after his family had fled to China from the Holocaust in Europe. His Memoir ("Strange Haven: A Jewish Childhood in Wartime Shanghai") describes that part of his life. He settled in New York, where he completed his B.A. and M.S. in School Psychology from the City College of New York, and a…
Descriptors: Educational Technology, Interviews, Leaders, Computer Games
Pellas, Nikolaos – Interactive Learning Environments, 2017
The combination of Open Sim and Scratch4OS can be a worthwhile innovation for introductory programming courses, using a Community of Inquiry (CoI) model as a theoretical instructional design framework. This empirical study had a threefold purpose to present: (a) an instructional design framework for the beneficial formalization of a virtual…
Descriptors: Educational Indicators, Communities of Practice, Computer Simulation, High School Students
Miwa, Kazuhisa; Kojima, Kazuaki; Terai, Hitoshi – International Association for Development of the Information Society, 2014
Tutoring systems provide students with various types of on-demand and context-sensitive hints. Students are required to consciously adapt their help-seeking behavior, proactively seek help in some situations, and solve problems independently without supports in other situations. We define the latter behavior as stoic behavior in hint seeking. In…
Descriptors: Help Seeking, Student Behavior, Cues, Goal Orientation
Schofield, Damian – Journal of Information Technology Education: Research, 2014
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online vir-tual environments. This technology has been used to generate a range of interactive Virtual Real-ity (VR) learning environments across a spectrum of…
Descriptors: Guidelines, Games, Engineering Technology, Virtual Classrooms
Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2015
For the thirty-eighth time, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Indianapolis, Indiana. The Proceedings of AECT's Convention are published in two…
Descriptors: Social Networks, Cognitive Processes, Professional Development, Active Learning
Halpern, Diane F.; Millis, Keith; Graesser, Arthur C.; Butler, Heather; Forsyth, Carol; Cai, Zhiqiang – Thinking Skills and Creativity, 2012
Operation ARA (Acquiring Research Acumen) is a computerized learning game that teaches critical thinking and scientific reasoning. It is a valuable learning tool that utilizes principles from the science of learning and serious computer games. Students learn the skills of scientific reasoning by engaging in interactive dialogs with avatars. They…
Descriptors: Critical Thinking, Tutoring, Thinking Skills, Educational Games
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