NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 4 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Lucas Kohnke; Dennis Foung – Educational Technology & Society, 2025
This study aimed to replicate and extend Buchner and Hoffman's (2022) research on the Tell-Show-Enact-Do (TSED) approach to integrating augmented reality (AR) and virtual reality (VR) into teacher training. We conducted non-parametric Mann-Whitney U tests on the original dataset to examine the impact of age and learning design on the participants'…
Descriptors: Simulated Environment, Computer Simulation, Faculty Development, Instructional Design
Peer reviewed Peer reviewed
Direct linkDirect link
Keskitalo, Tuulikki – Australasian Journal of Educational Technology, 2012
Expectations for simulations in healthcare education are high; however, little is known about healthcare students' expectations of the learning process in virtual reality (VR) and simulation-based learning environments (SBLEs). This research aims to describe first-year healthcare students' (N=97) expectations regarding teaching, studying, and…
Descriptors: Foreign Countries, Adult Learning, Adult Students, Expectation
Peer reviewed Peer reviewed
Direct linkDirect link
Rivera-Nivar, Mericia; Pomales-Garcia, Cristina – Computers & Education, 2010
This work explores the feasibility of proposing universal design guidelines for E-training modules considering aging differences as an important factor. A controlled experiment was designed and conducted to evaluate the effects of module design characteristics on information recall, satisfaction, disorientation, and task workload, and the…
Descriptors: Design Requirements, Photography, Learning Modules, Recall (Psychology)
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Seals, Cheryl D.; McMillian, Yolanda; Rouse, Kenneth; Agarwal, Ravikant; Johnson, Andrea Williams; Gilbert, Juan E.; Chapman, Richard – Journal of Educational Technology, 2008
This research has two thrusts of teaching object oriented programming to very young audiences and of increasing student excitement about computing applications with the long-term goal of increasing involvement in technology classes, in the use of computer applications and interest in technology careers. The goal of this work was to provide…
Descriptors: Computer Games, Educational Games, Instructional Design, Computer Science Education