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Showing 1 to 15 of 23 results Save | Export
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Yoshihiro Okada; Kanami Oki – International Association for Development of the Information Society, 2023
This paper introduces web viewers for educational VR contents. Recently, many types of VR goggles have been released as commercial products and many entertainment applications for them have been created. However, educational VR contents have been created so far are not so many because the creation of VR contents is time consuming task. We need to…
Descriptors: Computer Simulation, Technology Uses in Education, Web 2.0 Technologies, Educational Technology
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Aichinger, Philipp; Kumar, S. Pravin; Lehoux, Hugo; Švec, Jan G. – Journal of Speech, Language, and Hearing Research, 2022
Purpose: Laryngeal high-speed videoendoscopy (LHSV) has been recognized as a highly valuable modality for the scientific investigations of vocal fold (VF) vibrations. In contrast to stroboscopic imaging, LHSV enables visualizing aperiodic VF vibrations. However, the technique is less well established in the clinical care of disordered voices,…
Descriptors: Speech Impairments, Video Technology, Acoustics, Phonetics
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Tamara Lynn; Shantel Farnan; Jessica A. Rueter; Adam Moore – Journal of Special Education Preparation, 2022
Small special education programs (SSEPs) are composed of limited faculty tasked with educating interns dispersed across large geographical areas (Reid, 1994). These needs underscore a call for more flexible educational program options. Moreover, Kebritchi et al. (2017) found professors in higher education institutions sought a variety of…
Descriptors: Field Experience Programs, Models, Coaching (Performance), Feedback (Response)
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D'Ambruoso, Gemma D.; Cremeens, Matthew E.; Hendricks, Brett R. – Journal of Chemical Education, 2018
Instructional videos have been prepared using Adobe Captivate software to create animated tutorials to capture instrument and molecular modeling software simulations and to allow for increased independent hands-on instrument use by students and faster training for instructors and teaching assistants. The videos are available on YouTube and can be…
Descriptors: Animation, Computer Software, Student Surveys, Computer Simulation
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Gnidovec, Tanja; Žemlja, Mojca; Dolenec, Andreja; Torkar, Gregor – Journal of Science Education and Technology, 2020
Learning the basics of human anatomy is challenging for schoolchildren due to its three-dimensional nature and complexity as a system. This study created educational materials for learning about and teaching the human circulatory system based on augmented reality (AR) technology and a structure-behavior-function (SBF) model, including 2D/3D…
Descriptors: Computer Simulation, Anatomy, Human Body, Teaching Methods
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Fernández-Díaz, Elia; Rodríguez-Hoyos, Carlos; Salvador, Adelina Calvo – International Review of Research in Open and Distributed Learning, 2017
This study has been carried out within the context of the ECO European Project (E-learning, Communication Open-Data: Massive Mobile, Ubiquitous, and Open Learning) which is being financed by the European Union over four years (2014-17). It analyses the pedagogic architecture of MOOC on pedagogic/educational subjects in Spanish over one academic…
Descriptors: Spanish, Qualitative Research, Video Technology, Questionnaires
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Burnett, Cathy; Merchant, Guy – Journal of Literacy Research, 2016
Rich and complex meaning making experiences, such as those associated with virtual play, sit uneasily with the view of literacy reflected in and sustained by current systems of accountability in education. This article develops a baroque perspective as a way of destabilizing the "regime of truth" associated with simple models of…
Descriptors: Elementary School Students, Foreign Countries, Postmodernism, Teaching Methods
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Leppisaari, Irja – International Association for Development of the Information Society, 2019
In this paper we examine the kinds of mentoring models and practices employed in Finnish higher education and working-life to support continuous skill development, focusing especially on the working-life-centric digital mentoring of students. The theme interviews at 11 HE institutions and four enterprises were conducted as part of an eAMK project.…
Descriptors: Foreign Countries, Mentors, Higher Education, Skill Development
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Xiang, Lin; Passmore, Cynthia – Journal of Science Education and Technology, 2015
There has been increased recognition in the past decades that model-based inquiry (MBI) is a promising approach for cultivating deep understandings by helping students unite phenomena and underlying mechanisms. Although multiple technology tools have been used to improve the effectiveness of MBI, there are not enough detailed examinations of how…
Descriptors: Inquiry, Active Learning, Models, Case Studies
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Juan, M.-Carmen; Alexandrescu, Lucian; Folguera, Fernando; García-García, Inmaculada – Digital Education Review, 2016
Three-dimensional models are important when the learning content is difficult to acquire from 2D images or other traditional methods. This is the case for learning dental morphology. In this paper, we present a mobile augmented reality (AR) system for learning dental morphology. A study with students was carried out to determine whether learning…
Descriptors: Teaching Methods, Models, Visual Aids, Undergraduate Students
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Wilkerson-Jerde, Michelle H.; Gravel, Brian E.; Macrander, Christopher A. – Journal of Science Education and Technology, 2015
Modeling and using technology are two practices of particular interest to K-12 science educators. These practices are inextricably linked among professionals, who engage in modeling activity with and across a variety of representational technologies. In this paper, we explore the practices of five sixth-grade girls as they generated models of…
Descriptors: Middle School Students, Secondary School Science, Grade 6, Computer Simulation
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Ney, Muriel; Gonçalves, Celso; Balacheff, Nicolas – IEEE Transactions on Learning Technologies, 2014
Simulation games are games for learning based on a reference in the real world. We propose a model for authenticity in this context as a result of a compromise among learning, playing and realism. In the health game used to apply this model, students interact with characters in the game through phone messages, mail messages, SMS and video.…
Descriptors: Heuristics, Computer Simulation, Video Games, Models
Bang, EunJin – Online Submission, 2013
This study examines four induction models and teacher changes in science teaching practices, as a result of several mentoring programs. It explores three different computer-mediated mentoring programs, and a traditional offline induction program--in terms of interactivity, inquiry-based teaching, and topics of knowledge. Fifteen elementary science…
Descriptors: Video Technology, Mentors, Beginning Teachers, Science Teachers
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Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2017
For the fortieth time, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Jacksonville, Florida. The Proceedings of AECT's Convention are published in two volumes.…
Descriptors: Conference Papers, Educational Technology, Technology Uses in Education, Educational Games
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Lan, Yu-Ju; Kan, Yu-Hsuan; Hsiao, Indy Y. T.; Yang, Stephen J. H.; Chang, Kuo-En – Australasian Journal of Educational Technology, 2013
The aims of this research were to develop guidelines for designing interaction tasks for learners of Chinese as a foreign language (CFL) and to investigate the attitudes of CFL learners toward a full CFL class in Second Life (SL). Three research questions were addressed in this research: (1) what are the attitudes of CFL learners toward the…
Descriptors: Guidelines, Instructional Design, Chinese, Second Language Instruction
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