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Ethan P. McNaughton; Liam Bilbie; Matea Zuljevic; Lauren K. Allen; Daiana-Roxana Pur; Roy Eagleson; Sandrine Ribaupierre – Anatomical Sciences Education, 2025
In this article, we introduce a new virtual application that offers an interactive model of the brain for neuroanatomy education. Through a dual-platform architecture, the application can be downloaded on both desktop and mobile devices, with the mobile app leveraging unique capacities of modern handheld systems to deploy the brain model in…
Descriptors: Undergraduate Students, Anatomy, Brain, Science Instruction
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Gümüs, Hikmet; Gençoglu, Celal – International Education Studies, 2020
Purpose: The aim of this study is to examine the effects of technologically assisted learning for anatomy courses in sport science collegiate. Methods: One hundred forty-four first-year students from sport sciences faculty attended a required anatomy course in the syllabus. The participants of this class were composed of two learning groups as…
Descriptors: Computer Assisted Instruction, Handheld Devices, Physical Education, Teacher Education
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Needham, Richard – School Science Review, 2013
Examples of the use of various kinds of mobile information technology are explained for use in the classroom or laboratory. Individual or group work can make use of such devices, avoiding the need to move the class to a computer room or wait for a turn to use a computer in the laboratory. Many different applications are available. This article…
Descriptors: Science Instruction, Handheld Devices, Electronic Learning, Technology Uses in Education
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Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2013
For the thirty-sixth year, 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 Anaheim, California. The Proceedings of AECT's Convention are published in two…
Descriptors: Educational Technology, Discussion Groups, Content Analysis, Games