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Augmented Reality, Virtual Reality and Their Effect on Learning Style in the Creative Design Process
Chandrasekera, Tilanka; Yoon, So-Yeon – Design and Technology Education, 2018
Research has shown that user characteristics such as preference for using an interface can result in effective use of the interface. Research has also suggested that there is a relationship between learner preference and creativity. This study uses the VARK learning styles inventory to assess students learning style then explores how this learning…
Descriptors: Simulated Environment, Educational Technology, Technology Uses in Education, Cognitive Style
Seman, Laio Oriel; Hausmann, Romeu; Bezerra, Eduardo Augusto – IEEE Transactions on Education, 2018
Contribution: This paper presents the "PBL classroom model," an agent-based simulation (ABS) that allows testing of several scenarios of a project-based learning (PBL) application by considering different levels of soft-skills, and students' perception of the methodology. Background: While the community has made great advances in…
Descriptors: Active Learning, Student Projects, Vignettes, Classroom Environment
Saeed, Nauman; Sinnappan, Sukunesan – International Journal of Virtual and Personal Learning Environments, 2013
Second Life is a three dimensional multi-user virtual environment within the Web 2.0 suite of applications which has gained wide spread popularity amongst educators in the recent years. However, limited empirical research has been reported on the adoption of Second Life, especially within higher education. The majority of technology adoption…
Descriptors: Web 2.0 Technologies, Educational Technology, Technology Uses in Education, Higher Education