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Teng, Chin-Hung; Chen, Jr-Yi; Chen, Zhi-Hong – Journal of Educational Computing Research, 2018
Although the learning of programming language is critical in science and technology education, it might be difficult for some students, especially novices. One possible reason might be the fact that programming language, especially for three-dimensional (3D) applications, is too complex and abstract for these students to understand. Programming…
Descriptors: Computer Simulation, Simulated Environment, Programming, Computer Science Education
Huang, Hsiu-Mei; Liaw, Shu-Sheng – International Review of Research in Open and Distributed Learning, 2018
Within a constructivist paradigm, the virtual reality technology focuses on the learner's actively interactive learning processes and attempts to reduce the gap between the learner's knowledge and a real-life experience. Recently, virtual reality technologies have been developed for a wide range of applications in education, but further research…
Descriptors: Computer Simulation, Information Systems, Technology Uses in Education, Intention
Bautista-Mesa, Rafael; Molina Sánchez, Horacio; Ramírez Sobrino, Jesús Nicolás – Accounting Education, 2018
This paper describes an audit workplace simulation and investigates its effects on students' perceptions of competences, required as important in the auditing industry. Within the competence-based teaching framework, this training activity involves cooperative learning as it combines first-undergraduate and senior students within one team. First,…
Descriptors: Accounting, Audits (Verification), Undergraduate Students, Competence
Yükseltürk, Erman; Altiok, Serhat; Baser, Zeynep – Educational Technology & Society, 2018
The present study investigates the effects of game-based language learning with Kinect technology on students' self-efficacy beliefs and attitudes toward English. The study was conducted at a state university located in Central Turkey. Foreign language education is promoted in Turkey, yet because of several factors, among which weekly hours of…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Educational Games
Wang, Sheng-Yuan; Chang, Shao-Chen; Hwang, Gwo-Jen; Chen, Pei-Ying – Interactive Learning Environments, 2018
In traditional teacher-centered mathematics instruction, students might show low learning motivation owing to the lack of applied contexts. Game-based learning has been recognized as a potential approach to addressing this issue; however, without proper alignment between the gaming and math-applied contexts, the benefits of game-based learning…
Descriptors: Mathematics Instruction, Role Playing, Teaching Methods, Educational Games
Mohamad Ali, Ahmad Zamzuri; Hamdan, Mohd Najib – Journal of Educational Computing Research, 2017
The aim of this study was to evaluate the effects of various realistic levels of talking-head on students' emotions in pronunciation learning. Four talking-head characters with varying levels of realism were developed and tested: a nonrealistic three-dimensional character, a realistic three-dimensional character, a two-dimensional character, and…
Descriptors: Emotional Response, Questionnaires, Quasiexperimental Design, Statistical Analysis
Raja, Farhan – Journal of Education and Educational Development, 2017
Despite being competent in their field of work, professional's worldwide struggle due to lack of good public speaking skills. Their assessments and appraisals are often not depictive of their professional competitiveness; therefore, it is important for students to overcome public speaking anxiety before they transit from academic life to…
Descriptors: Foreign Countries, Public Speaking, Anxiety, Undergraduate Students
Wendel, Viktor; Krepp, Stefan; Gutjahr, Michael Oliver; Göbel, Stefan; Steinmetz, Ralf – International Journal of Game-Based Learning, 2015
In collaborative learning scenarios, the role of the instructor is vital. This aspect directly carries over to the concept of collaborative multiplayer Serious Games, where a group of players is learning together using a Serious Game. In this paper, the authors propose a novel approach for integration and support of instructors in collaborative…
Descriptors: Computer Games, Cooperative Learning, Questionnaires, Teacher Role
Sirakaya, Mustafa; Cakmak, Ebru Kilic – Contemporary Educational Technology, 2018
Augmented reality is defined as a technology in which real world and virtual objects are combined with a simultaneous interaction. The aim of this study is to determine the effect of augmented reality use on students' achievement, misconception and course engagement. A (matched) quasi-experimental research design with both pretest and posttest…
Descriptors: Misconceptions, Quasiexperimental Design, Pretests Posttests, Control Groups
Su, Chung-Ho – EURASIA Journal of Mathematics, Science & Technology Education, 2017
The advancement of mobile game-based learning has encouraged many related studies, which has enabled students to learn more and faster. To enhance the clinical path of cardiac catheterization learning, this paper has developed a mobile 3D-CCGBLS (3D Cardiac Catheterization Game-Based Learning System) with a learning assessment for cardiac…
Descriptors: Educational Games, Handheld Devices, Telecommunications, Technology Uses in Education
Kruk, Mariusz – The EUROCALL Review, 2016
The article presents the results of a study whose main aim was to investigate the changes in motivation, language anxiety and boredom in learning English in "Second Life." The sample consisted of 16 second year students of English philology. The study was conducted over the period of a summer semester. During that time the participants…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Summer Programs
Kuo-Hung, Chao; Kuo-En, Chang; Chung-Hsien, Lan; Kinshuk; Yao-Ting, Sung – Educational Technology & Society, 2016
This study was aimed at exploring how to use augmented reality (AR) technology to enhance the effect of performance assessment (PA). A mobile AR performance assessment system (MARPAS) was developed by integrating AR technology to reduce the limitations in observation and assessment during PA. This system includes three modules: Authentication, AR…
Descriptors: Educational Technology, Technology Uses in Education, Performance Based Assessment, Simulated Environment
Wu, Po-Han; Hwang, Gwo-Jen; Yang, Mei-Ling; Chen, Chih-Hung – Interactive Learning Environments, 2018
Augmented reality (AR) offers potential advantages for intensifying environmental context awareness and augmenting students' experiences in real-world environments by dynamically overlapping digital materials with a real-world environment. However, some challenges to AR learning environments have been described, such as participants' cognitive…
Descriptors: Simulated Environment, Teaching Methods, Computer Simulation, Elementary School Students
ALFozan, Haya; El Sayed, Yousria; Habib, Farida – Journal of Education and Practice, 2015
Background: The opportunity for students to deliver care safely in today's, complex health care environment is limited. Simulation allows students to practice skills in a safe environment. Purpose: to assess the students' perception, satisfaction, and learning outcomes after a simulation based maternity course. Method: a quasi experimental design…
Descriptors: Nursing Education, Simulated Environment, Birth, Skill Development
Hsu, Wen-Chun; Shih, Ju-Ling – International Journal of Distance Education Technologies, 2016
In this study, to learn the routine of Tantui, a branch of martial arts was taken as an object of research. Fitts' stages of motor learning and augmented reality (AR) were applied to a 3D mobile-assisted learning system for martial arts, which was characterized by free viewing angles. With the new system, learners could rotate the viewing angle of…
Descriptors: Computer Simulation, Simulated Environment, Electronic Learning, Physical Activities