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Brittney Heibel; Ryan Anderson; Merritt Drewery – Journal of Agricultural Education, 2023
The welding workforce is facing a deficit of skilled welders, highlighting the need to develop more efficient and effective welding training methods. Virtual reality (VR) technologies have been adopted to create VR welding simulations for educational and training purposes. The purpose of this literature review was to collect and analyze…
Descriptors: Computer Simulation, Welding, Training, Blended Learning
Zhou, Yun; Xu, Tao; Yang, Han; Li, Shiqian – IEEE Transactions on Learning Technologies, 2022
Existing research on spatial ability recognizes the critical role played by spatial visualization and mental rotation. Recent evidence suggests that external visualization and manipulation can boost spatial thinking. The virtual environment provides an exciting opportunity so that many spatial ability training tasks based on reading printed…
Descriptors: Spatial Ability, Visualization, Computer Simulation, Training
Marks, Benjy; Thomas, Jacqueline – Education and Information Technologies, 2022
Virtual and augmented (VAR) technology is in the early stages of being adopted as a teaching platform in higher education. The technology can facilitate immersive learning in environments that are not usually physically accessible to students via 3D models and interactive 360° videos. To date, adoption rates of VAR technology for teaching have not…
Descriptors: Foreign Countries, Computer Simulation, Technology Uses in Education, Higher Education
Vlasios Kasapakis; Elena Dzardanova; Spyros Vosinakis; Androniki Agelada – Interactive Learning Environments, 2024
Non-Verbal Cues (NVCs) add to communication effectiveness among individuals in both real and virtual world. Thus, NVCs transference between the two receives increased attention from both the industry and research community. Their efforts lead to sophisticated technological solutions which allow high fidelity NVCs to be transferred from real…
Descriptors: Sign Language, Nonverbal Communication, Cues, Computer Simulation
Yogini Joglekar; Sabra Brock – Sage Research Methods Cases, 2023
This case discusses the importance of pilot studies within business research. It covers the procedures, evaluation, and lessons learned from conducting a pilot study for an upcoming product launch. The intended product launch was the Edstutia Instructor Certification in Immersive Technologies (EICIT) pilot program. The program focused on extended…
Descriptors: Business, Research, Industry, Computer Simulation
Akdere, Mesut; Jiang, Yeling; Lobo, Flavio Destri – European Journal of Training and Development, 2022
Purpose: As new technologies such as immersive and augmented platforms emerge, training approaches are also transforming. The virtual reality (VR) platform provides a completely immersive learning experience for simulated training. Despite increased prevalence of these technologies, the extent literature is lagging behind in terms of evaluating…
Descriptors: Training, Computer Simulation, Educational Technology, Program Evaluation
Feng, Zhenan; González, Vicente A.; Mutch, Carol; Amor, Robert; Cabrera-Guerrero, Guillermo – Journal of Computer Assisted Learning, 2021
Children are vulnerable in earthquakes, but they are also essential to foster earthquake-resilient communities. It is critical to enhance the preparedness of children against earthquakes through effective education and training. Immersive virtual reality (IVR) and serious games (SGs) are innovative digital technologies that enable realistic and…
Descriptors: Computer Simulation, Educational Games, Seismology, Emergency Programs
Chujitarom, Wannaporn; Piriyasurawong, Pallop – International Education Studies, 2017
This study aims to synthesize an Animation Augmented Reality Book Model (AAR Book Model) to enhance teamwork and to assess the AAR Book Model to enhance teamwork. Samples are five specialists that consist of one animation specialist, two communication and information technology specialists, and two teaching model design specialists, selected by…
Descriptors: Teamwork, Animation, Models, Specialists
Fominykh, Mikhail; Prasolova-Førland, Ekaterina; Stiles, Tore C.; Krogh, Anne Berit; Linde, Mattias – Journal of Interactive Learning Research, 2018
This paper presents a concept for designing low-cost therapeutic training with biofeedback and virtual reality. We completed the first evaluation of a prototype--a mobile learning application for relaxation training, primarily for adolescents suffering from tension-type headaches. The system delivers visual experience on a head-mounted display. A…
Descriptors: Therapy, Relaxation Training, Biofeedback, Computer Simulation
Radcliff, Phil – Action Learning: Research and Practice, 2017
This account of practice encompasses a pilot virtual action learning programme with a small group of learners. This was an 18-month extension to the one-week Leadership Open Programme that the participants had previously completed at the Business School. It includes insights from an evaluation study completed in early 2016. It considers in…
Descriptors: Capacity Building, Pilot Projects, Leadership Training, Experiential Learning
Beaumont, Chris; Savin-Baden, Maggi; Conradi, Emily; Poulton, Terry – Interactive Learning Environments, 2014
This article reports the findings of a demonstrator project to evaluate how effectively Immersive Virtual Worlds (IVWs) could support problem-based learning. The project designed, created and evaluated eight scenarios within "Second Life" (SL) for undergraduate courses in health care management and paramedic training. Evaluation was…
Descriptors: Virtual Classrooms, Demonstration Programs, Program Evaluation, Problem Based Learning
Gott, Sherrie P.; And Others – 1995
A project was conducted in a military training setting to test the acceleration of the development of complex, technical problem-solving skills through intentional transfer of existing knowledge and skill to novel tasks. Sherlock 2, the model devised, consisted of high quality device models using illustrative equipment diagrams from actual…
Descriptors: Cognitive Processes, Computer Simulation, Electronics, Experiential Learning
Jarmon, Leslie; Traphagan, Tomoko; Mayrath, Michael – Educational Media International, 2008
This paper presents an empirical study of how Second Life (SL) was utilized for a highly successful project-based graduate interdisciplinary communication course. Researchers found that an integrated threefold approach emphasizing project-based pedagogy, technical training and support, and assessment/research was effective in cultivating and…
Descriptors: Student Projects, Experiential Learning, Active Learning, Program Effectiveness
Vogel, Jennifer; Bowers, Clint; Meehan, Cricket; Hoeft, Raegan; Bradley, Kristy – Deafness and Education International, 2004
A program evaluation was completed for a Virtual Reality (VR) pilot project intended to aid deaf children in learning various life skills which they may be at risk of not adequately learning. Such skills include crossing the street safely, exiting a building during a fire drill, and avoiding situations in which strangers may harm them. The VR was…
Descriptors: Daily Living Skills, Program Evaluation, Computer Simulation, Pilot Projects
Stewart, Alice C.; Black, Sylvia Sloan; Smith-Gratto, Karen; Williams, Jacqueline A. – International Journal of Learning and Change, 2007
Leadership is often described as something that is learned from experience. However, experiences do not often occur within a controlled environment where learning and its impact can be evaluated. In this paper, we investigate the efficacy of two types of learning experiences. University students received leadership training of equal length through…
Descriptors: Computer Simulation, Leadership Training, Program Effectiveness, Program Evaluation
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