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Boettcher, K.; Terkowsky, C.; Schade, M.; Brandner, D.; Grünendahl, S.; Pasaliu, B. – European Journal of Engineering Education, 2023
A newly-developed online laboratory experiment in immersive virtual reality (VR) is used for process engineering students. A digital twin (DT) of a jet pump was realised using the game engine Unreal Engine 4. The chance was taken for an instructional redesign deviating from the conventional cookbook-experiment to better integrate the changing…
Descriptors: Computer Simulation, Laboratories, Engineering Education, Problem Solving
Barlow, Elizabeth K.; Barlow, Angela T.; Nadelson, Louis S. – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2023
Advancements in computing have led to increased interest in integrating computational thinking in the K-12 curriculum. Computational thinking can be defined as a problem-solving process with the goal of developing algorithms that can be coded for computer use. With its emphasis on problem solving, the processes associated with computational…
Descriptors: Computation, Thinking Skills, Student Attitudes, Preservice Teachers
Roland Kiraly; Sandor Kiraly; Martin Palotai – Education and Information Technologies, 2024
Deep learning is a very popular topic in computer sciences courses despite the fact that it is often challenging for beginners to take their first step due to the complexity of understanding and applying Artificial Neural Networks (ANN). Thus, the need to both understand and use neural networks is appearing at an ever-increasing rate across all…
Descriptors: Artificial Intelligence, Computer Science Education, Problem Solving, College Faculty
Xin Gong; Weiqi Xu; Shufan Yu; Jingjing Ma; Ailing Qiao – British Journal of Educational Technology, 2025
Tangible programming tools have become a mainstream teaching aid in gamification programming learning (GPL) due to their interactivity and ability to enhance novice learners' computational thinking and spatial reasoning skills. However, comparing the relative efficacy of different programming tools that simultaneously support these skills was not…
Descriptors: Computation, Thinking Skills, Spatial Ability, Gamification
Anith Khairunnisa Ghazali; Nor Azlina Ab. Aziz; Kamarulzaman Ab. Aziz; Neo Tse Kian – Cogent Education, 2024
The state of virtual reality (VR) development is mature enough to be explored for application in various fields including higher education teaching, research, and training including engineering education. Traditionally, engineering education relied on diagrams and images to describe various systems and objects, sometimes accompanied by laboratory…
Descriptors: Computer Simulation, Technology Uses in Education, Engineering Education, Visual Aids
Huang, Yueh-Min; Silitonga, Lusia M.; Murti, Astrid T.; Wu, Ting-Ting – Journal of Educational Computing Research, 2023
Higher-order thinking skills (HOTS) are reliable predictors of success in school and the workplace. A typical technique for encouraging higher-order thinking is to use instructional design interventions that engage learners in simple cognitive activities. Business simulation game (BSG) is one of the types of interactive learning environments that…
Descriptors: Learner Engagement, Undergraduate Students, Business Administration Education, Educational Games
Aqlan, Faisal; Zhao, Richard – IEEE Transactions on Education, 2022
Contribution: This article discusses the use of manufacturing simulation games to study collaborative problem-solving skills in engineering students. The simulation represents the mass production paradigm in which large quantities of identical products are produced. Empirical data is collected from the simulation to evaluate the skills engineering…
Descriptors: Manufacturing, Computer Simulation, Teaching Methods, Problem Solving
Kyungbin Kwon; Thomas A. Brush; Keunjae Kim; Minhwi Seo – Journal of Educational Computing Research, 2025
This study examined the effects of embodied learning experiences on students' understanding of computational thinking (CT) concepts and their ability to solve CT problems. In a mixed-reality learning environment, students mapped CT concepts, such as sequencing and loops, onto their bodily movements. These movements were later applied to robot…
Descriptors: Thinking Skills, Computer Science Education, Robotics, Programming
Elkjaer, Morten; Thomsen, Lui A. – Digital Experiences in Mathematics Education, 2022
This article presents the theoretical considerations leading to the design and development of a digital experience for teaching linear equations using a modified balance model for equation solving. We modified the balance to alter physics behaviour in a virtual reality (VR) experience, to strengthen students' schemes for solving linear equations…
Descriptors: Educational Technology, Technology Uses in Education, Mathematics Instruction, Equations (Mathematics)
Merve Aydin; Ünal Çakiroglu – Journal of Computer Assisted Learning, 2025
Background: Students experience higher-order thinking skills by finding ways to solve the problem, debugging errors while applying the solution, and testing the solution in programming. However, the inability to create schemas that will characterise programming structures is one of the difficulties during this process. Objectives: This study aimed…
Descriptors: Programming, Computer Science Education, Thinking Skills, Problem Solving
Opeyemi Peter Ojajuni – ProQuest LLC, 2023
This research study employed quantitative and qualitative designs to explore the impact of immersive technology on the Computational Thinking (CT) capabilities of students enrolled in an engineering program at a Historically Black College or University (HBCU). The quantitative study in this research employs a survey design approach to explore the…
Descriptors: Engineering Education, Mental Computation, Thinking Skills, Computer Simulation
Lee, Sungeun; Choi, Bokgiu; Maia, Camilla Cavalcante; Park, Jaewan; Youm, Sang Hoon; Lee, Sangwon – International Journal of Technology and Design Education, 2022
With the growing complexity of design technology and the emergence of intelligent design assistance, architectural studio classes are facing a new pedagogical paradigm. The digital literacy of younger generations and availability of scientific simulation have the potential to transform the traditional master-apprentice model. In our experiment, we…
Descriptors: Teaching Methods, Design, Architectural Education, Technological Literacy
Denis Dyvee Errabo; Alexandra Janine Paguio; Patrick Andrei Enriquez – Journal of Research in Innovative Teaching & Learning, 2024
Purpose: Design an innovative Flipped classroom's Delivery through virtual laboratory. Design/methodology/approach: The fundamental framework of the present investigation is a Participatory Action Research (PAR) design. By merging the impetus of "action." with the inclusiveness of "participation," PAR establishes a…
Descriptors: Flipped Classroom, Virtual Classrooms, Laboratories, Educational Innovation
Tekin, Murat; Uysal, Ibrahim – International Journal of Curriculum and Instruction, 2023
As a requirement of our era, digital competence and e-learning have become basic competencies. The importance of these concepts has become clearer in medical education, especially with the COVID-19 pandemic. This period also triggered the transformation in education with technology. This study aimed to examine the relationship between medical…
Descriptors: Medical Education, Medical Students, Electronic Learning, Student Attitudes
Shenglin Cao; Juan Chu; ZuoChen Zhang; Liyan Liu – Interactive Learning Environments, 2024
VR technology is being widely used in education due to it's a sense of immersion, real-time interaction, and ability to stimulate imagination. However, there is a lack of research comparing students at different stages. This study used a quasi-experimental design involving 73 fourth-grade and 86 eighth-grade students in two schools in northwest…
Descriptors: Computer Simulation, Technology Uses in Education, Instructional Effectiveness, Elementary School Students