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Chin, Kai-Yi; Lee, Ko-Fong; Chen, Yen-Lin – IEEE Transactions on Learning Technologies, 2020
In most cultural heritage courses, students physically visit several renowned heritage sites for educational purposes. However, because of time and manpower limitations, many teachers use traditional outdoor instruction methods to transmit vital information regarding these sites and buildings. This approach could result in students merely…
Descriptors: Cultural Education, Historic Sites, Outdoor Education, Computer Simulation
Obari, Hiroyuki; Lambacher, Steve; Kikuchi, Hisayo – Research-publishing.net, 2020
This study focuses on the use of emerging technologies such as Artificial Intelligence (AI) smart speakers and smartphone applications for improving the English language skills of L1 Japanese undergraduates. An empirical investigation was carried out with 82 Japanese students. Participants were required to study a variety of online English…
Descriptors: Artificial Intelligence, Computer Simulation, Audio Equipment, Handheld Devices
Fakhrudin, Ali; Yamtinah, Sri; Riyadi – International Online Journal of Primary Education, 2017
In this research, the researcher developed new innovation in natural sciences learning of elementary school by implementing augmented reality technology. The method that used in this research was research and development method based on Borg and Gall theory which consists of ten stages: 1) research and information collecting, 2) planning, 3)…
Descriptors: Computer Simulation, Natural Sciences, Science Instruction, Elementary School Science
Pombo, Lúcia; Marques, Margarida Morais; Afonso, Luís; Dias, Paulo; Madeira, Joaquim – International Journal of Mobile and Blended Learning, 2019
There is a discussion on the potential of augmented reality (AR), mobile technologies to enhance learning. This article presents: 1) the EduPARK project's first cycle of design-based research for the development of a mobile AR game-like app that aims to promote learning in an urban park, and 2) an experience of students using it in loco. The focus…
Descriptors: Handheld Devices, Computer Simulation, Computer Software, Outdoor Education
Acosta, Jorge Luis Bacca; Navarro, Silvia Margarita Baldiris; Gesa, Ramon Fabregat; Kinshuk, Kinshuk – Australasian Journal of Educational Technology, 2019
One of the greatest advantages of augmented reality (AR) in education is that AR increases student motivation. Nevertheless, there is a gap between the research on student motivation in AR and the definition of frameworks to inform and guide the design and development of AR applications that effectively support student motivation. In this paper,…
Descriptors: Computer Software, Design, Computer Simulation, Vocational Education
Cheng, Ka Wai Eric; Chan, Chung Lun – Education Sciences, 2019
A remote-controlled experiment for power electronics was developed for a virtual laboratory. Power converter experiments were set up, allowing students to conduct a remote-controlled experiment with special hardware and electric power. Students can activate parameter controls, connect wires, and tune electric load conditions with preset electronic…
Descriptors: Electronics, Engineering Education, Virtual Classrooms, Undergraduate Students
Cliffe, Anthony D. – Journal of Geography in Higher Education, 2019
In the last decade, commercial Unmanned Aerial Vehicles (UAVs) have become more accessible for use in civil roles such as scientific research. Despite their increasing use in research, there has been little investigation of their potential use as an educational tool in Geoscience. This small-scale mixed methods research investigated the potential…
Descriptors: Foreign Countries, College Students, Earth Science, Field Studies
Roberts-Yates, Christine; Silvera-Tawil, David – International Journal of Special Education, 2019
The provision of new opportunities to maximize learning is a fundamental right for all students. This paper explores the role of digital technology in the provision of educational opportunities for secondary age students who have been diagnosed with an intellectual disability and/or autism spectrum disorder. We describe a learning environment in…
Descriptors: Students with Disabilities, Intellectual Disability, Autism, Pervasive Developmental Disorders
Kyza, Eleni A.; Georgiou, Yiannis – Interactive Learning Environments, 2019
While learning can happen anywhere and everywhere, most educational practices in K-12 are confined within the walls of a classroom and the school; such practices narrowly define learning and exclude the opportunities that an expanded and digitally mediated definition of learning can offer. Augmented reality (AR) technologies offer exciting new…
Descriptors: Computer Simulation, Simulated Environment, Scaffolding (Teaching Technique), Inquiry
Taskiran, Ayse – E-Learning and Digital Media, 2019
Today, educational practices are being designed and varied due to advance of millennium generation who tend to use mobile technologies in every aspect of their lives. Accordingly, growing interest towards mobile learning in education brings several opportunities and advantages for English as foreign language teachers and learners. Augmented…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Telecommunications
Lindfors, Maria; Winberg, Mikael; Bodin, Madelen – Scandinavian Journal of Educational Research, 2019
Research on how epistemic beliefs influence students' learning in different contexts is ambiguous. Given this, we have examined the relationships between students' scientific epistemic beliefs, their problem solving, and solutions in a constructionist computer-simulation in classical mechanics. The problem-solving process and performance of 19…
Descriptors: Epistemology, Beliefs, Student Attitudes, Problem Solving
Auerbach, Joshua E.; Concordel, Alice; Kornatowski, Przemyslaw M.; Floreano, Dario – IEEE Transactions on Learning Technologies, 2019
It has often been found that students appreciate hands-on work, and find that they learn more with courses that include a project than those relying solely on conventional lectures and tests. This type of project driven learning is a key component of "Inquiry-based learning" (IBL), which aims at teaching methodology as well as content by…
Descriptors: Active Learning, Inquiry, Robotics, Artificial Intelligence
Christoforou, Maria; Xerou, Eftychia; Papadima-Sophocleous, Salomi – Research-publishing.net, 2019
Immersion through Virtual Reality (VR) gives the subjective impression that the learner has a realistic experience (Dede, 2009). The pedagogical potential of VR provides the means of enabling constructivist places of contextualised learning. This paper aims to examine the potential the VR application "Mondly" may have to maximise…
Descriptors: Computer Simulation, Second Language Learning, Second Language Instruction, Foreign Countries
Capelo, Carlos; Lorga, Ana – International Association for Development of the Information Society, 2019
Simulation-based learning environments are used extensively to support learning on complex business systems. Nevertheless, there exist studies that identify problems and limitations due to cognitive processing difficulties. Particularly, previous research addressed some aspects of model transparency and instructional strategy and produced…
Descriptors: Teaching Methods, Computer Simulation, Learning Processes, Models
Hao, Kuang-Chung; Lee, Lai-Chung – Interactive Learning Environments, 2021
This study developed four AR games and investigated their influence on learning in a Grade 5 English course by integrating theories of digital game-based learning, the attention relevance confidence-satisfaction (ARCS) model, and different types of digital games. Moreover, the elements between AR game design and the ARCS model were examined. 147…
Descriptors: Computer Simulation, Educational Games, Grade 5, Game Based Learning

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