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Geng, Xuewang; Yamada, Masanori – International Association for Development of the Information Society, 2019
Recently, the number of learners of Japanese as a foreign language (JFL) has been increasing. In Japanese language acquisition, compound verbs (verbs that are composed of two verbs, e.g., tobikomu 'jump into') are frequently used in daily life; these present difficulties, including unclarity of combination and opacity of meaning. Matsuda (2001)…
Descriptors: Second Language Learning, Japanese, Schemata (Cognition), Verbs
Chen, Julian ChengChiang – Australian Review of Applied Linguistics, 2021
This study intends to examine English as a foreign language (EFL) learners' attitudes toward practicing English in Second Life (SL) and to unpack the effects of avatar identities on EFL learners' sense of self-efficacy and language practices. Nine EFL learners worldwide participated in a task-based course in SL, using avatars to carry out…
Descriptors: Computer Simulation, Identification (Psychology), Self Efficacy, Language Usage
Hilas, Olga; Caliendo, Tina – Journal of Health Education Teaching, 2021
Objective: To determine the value of a simulated electronic health record (EHR) as learning tool to reinforce and apply principles of the Pharmacists' Patient Care Process (PPCP) among Doctor of Pharmacy students in their first professional (P1) year of study. Methods: An online survey was developed to assess students' perceptions of a simulated…
Descriptors: Reinforcement, Pharmaceutical Education, Patients, Medical Services
Cultivating Self-Directed Learning Abilities in K-12 Students through Immersive Online Virtual Tours
Rustam Shadiev; Suping Yi; Fahriye Altinay – Interactive Learning Environments, 2024
The present study employed virtual reality technology to develop online learning environments that facilitated student cultural and self-directed learning. Junior high school participants engaged in creating virtual tours, sharing them with peers online, and implementing self-directed learning strategies. A one-group posttest-only design was…
Descriptors: Independent Study, Computer Simulation, Tourism, Technology Uses in Education
Ng, Davy Tsz Kit – Australasian Journal of Educational Technology, 2022
The term metaverse appeared for the first time in a novel published in 1992. Since the early 2000s, researchers have started to use this term to refer to digital technologies for learners to interact with other users with avatars. The term came to prominence in around 2020 due to the rebranding of Facebook. However, there was no consensus on what…
Descriptors: Educational Technology, Definitions, Interaction, Computer Simulation
Hoog, Tanner G.; Aufdembrink, Lauren M.; Gaut, Nathaniel J.; Sung, Rou-Jia; Adamala, Katarzyna P.; Engelhart, Aaron E. – Biochemistry and Molecular Biology Education, 2020
Structural biology education commonly employs molecular visualization software, such as PyMol, RasMol, and VMD, to allow students to appreciate structure--function relationships in biomolecules. In on-ground, classroom-based education, these programs are commonly used on University-owned devices with software preinstalled. Remote education…
Descriptors: Technology Uses in Education, Handheld Devices, Telecommunications, Computer Simulation
Klash, Erin F.; Simmons, Kate D. – Journal of Curriculum and Teaching, 2020
Providing effective feedback is a skill preservice teachers develop through practice. According to Hattie (2012), feedback is essential in the learning process, is prevalent in effective teaching, and its purpose is to help students determine current level of performance, so adjustments can be made to enhance performance to desired level. This…
Descriptors: Science Laboratories, Computer Simulation, Educational Technology, Electronic Learning
Li, Lan – Journal of the Scholarship of Teaching and Learning, 2020
Game-based learning has become increasingly popular in recent years and has drawn an increasing level of attention in education. While the preliminary findings of educational gaming impact are quite promising, the current dilemma is the disconnect between what is available on the market and what is needed in the classroom. There has been an…
Descriptors: Computer Simulation, Electronic Learning, Web Based Instruction, Game Based Learning
Mahmud, Apel – Advances in Engineering Education, 2020
This paper discusses the experience of online studio activities for a second year project project-oriented design-based learning (PODBL) unit. The experience of delivering campus-based studio activities through an online platform, to a design a small power system, is shared due to COVID-19 restrictions. The student experience is benchmarked with…
Descriptors: Undergraduate Students, Engineering Education, Student Projects, Active Learning
de Back, Tycho T.; Tinga, Angelica M.; Nguyen, Phong; Louwerse, Max M. – International Journal of Educational Technology in Higher Education, 2020
How to make the learning of complex subjects engaging, motivating, and effective? The use of immersive virtual reality offers exciting, yet largely unexplored solutions to this problem. Taking neuroanatomy as an example of a visually and spatially complex subject, the present study investigated whether academic learning using a state-of-the-art…
Descriptors: Educational Benefits, Cooperative Learning, Computer Simulation, Electronic Learning
Dina Ali Mohamed El-Besomey – European Journal of Education (EJED), 2020
This is an analytical study for Global Education vision (2030-2020) of The contemporary vision of Global strategic plan for facing (COVID-19) or the renew corona disease crisis via virtual learning & training for higher education. The research builds in the virtual university configuring its concept and how could it simulate the environments…
Descriptors: Strategic Planning, COVID-19, Pandemics, Higher Education
García, María Aguilar; Losada, Noela Rodríguez – International Society for Technology, Education, and Science, 2021
Nowadays, Augmented and VR in teaching disciplines such as Human Anatomy has made it feasible to promote learning through a gamification process that allows the development of teaching-learning proposals that improve students' motivation significant learning and not merely memoirist. This new practice moves away from the traditional methods used…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Preservice Teachers
Piet Kommers Ed.; Inmaculada Arnedillo Sánchez Ed.; Pedro Isaías Ed. – International Association for Development of the Information Society, 2022
These proceedings contain the papers of the 20th International Conference on e-Society (ES 2022) and 18th International Conference on Mobile Learning (ML 2022), organised by the International Association for Development of the Information Society, held virtually during 12-14 March 2022. Due to the unprecedented situation caused by the COVID-19…
Descriptors: Distance Education, Science and Society, Electronic Learning, Computer Mediated Communication
Rahmi H. Aoyama – ProQuest LLC, 2020
This qualitative study utilizes the lens of the Technological Pedagogical Content Knowledge (TPACK) framework to provide a holistic view of how language teachers demonstrate their TPACK in teaching listening and speaking in virtual worlds. Seven language teachers who taught in informal virtual language class settings participated in this study.…
Descriptors: Language Teachers, Pedagogical Content Knowledge, Technological Literacy, Second Language Instruction
Cochrane, Thomas; Narayan, Vickel; Aiello, Stephen; Alizadeh, Mehrasa; Birt, James; Bone, Elisa; Cowie, Neil; Cowling, Michael; Deneen, Chris; Goldacre, Paul; Sinfield, David; Stretton, Todd; Worthington, Tom – Australasian Journal of Educational Technology, 2022
Mobile learning is well established in literature and practice, but under-evolved from a rigorous learning design perspective. Activity theory presents a sophisticated way of mapping and understanding learning design, but for mobile learning this does not always translate into change in practice. The reported research addresses this by coupling a…
Descriptors: Electronic Learning, Handheld Devices, Instructional Design, Foreign Countries

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