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Lege, Ryan; Bonner, Euan – JALT CALL Journal, 2020
Virtual Reality (VR) has made significant inroads into both the consumer and professional sectors. As VR has matured as a technology, its overall practicality for use in education has also increased. However, due to the rapid evolution of the technology, the educational field struggles to stay informed of the latest advancements, changing…
Descriptors: Computer Simulation, Teaching Methods, Classification, Distance Education
Stamm, Andrew W.; Nguyen, Nam D.; Seicol, Benjamin J.; Fagan, Abigail; Oh, Angela; Drumm, Michael; Lundt, Maureen; Stickgold, Robert; Wamsley, Erin J. – Learning & Memory, 2014
Post-learning sleep is beneficial for human memory. However, it may be that not all memories benefit equally from sleep. Here, we manipulated a spatial learning task using monetary reward and performance feedback, asking whether enhancing the salience of the task would augment overnight memory consolidation and alter its incorporation into…
Descriptors: Sleep, Memory, Learning Processes, Spatial Ability
Mou, Weimin; Wang, Lin – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2015
Three experiments investigated whether navigation is less efficient across boundaries than within boundaries. In an immersive virtual environment, participants learned objects' locations in a large room or a small room. Participants then pointed to the objects' original locations after physically walking a circuitous path without vision.…
Descriptors: Navigation, Spatial Ability, Memory, Virtual Classrooms
Miller, Daniel C. – School Psychology Forum, 2015
The Woodcock-Johnson-Fourth edition (WJ IV; Schrank, McGrew, & Mather, 2014a) and the Wechsler Intelligence Scale for Children-Fifth edition (WISC-V; Wechsler, 2014) are two of the major tests of cognitive abilities used in school psychology. The complete WJ IV battery includes the Woodcock-Johnson IV Tests of Cognitive Abilities (Schrank,…
Descriptors: Cognitive Ability, Cognitive Tests, Children, Intelligence Tests
Ypsilanti, Antonia; Vivas, Ana B.; Räisänen, Teppo; Viitala, Matti; Ijäs, Tuula; Ropes, Donald – Education and Information Technologies, 2014
Aging diversity in organizations creates potential challenges, particularly for knowledge management, skills update and skills obsolescence. Intergenerational learning (IGL) involves knowledge building, innovation and knowledge transfer between generations within an organization (Ropes 2011). Serious games refer to the use of computer games in…
Descriptors: Aging (Individuals), Intergenerational Programs, Video Games, Computer Games