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Showing 1 to 15 of 37 results Save | Export
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Khaleel Asyraaf Mat Sanusi; Deniz Iren; Nardie Fanchamps; Mai Geisen; Roland Klemke – Educational Technology Research and Development, 2025
Psychomotor skill training has traditionally relied on the physical presence of both teacher and learner for effective demonstrations and feedback, posing challenges for remote and self-directed learning. Technological advancements have given rise to immersive learning environments (ILEs), offering novel solutions for interactive and multimodal…
Descriptors: Psychomotor Skills, Skill Development, Computer Simulation, Electronic Learning
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Bosch, Chancey; Ellis, Trevor – Journal of Global Education and Research, 2021
Technology-enhanced learning continues to provide opportunities for increased interventions in educational programing. For teacher education programs, novelty pales in comparison to providing meaningful instruction and enduring outcomes. The use of avatars has provided integration of research evidence that increases intended behaviors; however,…
Descriptors: Computer Simulation, Simulated Environment, Self Efficacy, Technology Integration
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Chandrasekera, Tilanka; Fernando, Kinkini; Puig, Luis – Journal of Educational Technology Systems, 2019
The purpose of this research was to explore the use of virtual reality (VR) in early design studios. In this research project, two different types of Head-Mounted Display (HMD) systems were used. One type of HMD provided six degrees of freedom and the other HMD provided three degrees of freedom. The research findings provide comparison on the…
Descriptors: Teaching Methods, Computer Simulation, Simulated Environment, Freedom
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Cowie, Dorothy; McKenna, Aisling; Bremner, Andrew J.; Aspell, Jane E. – Developmental Science, 2018
The present work investigates the development of bodily self-consciousness and its relation to multisensory bodily information, by measuring for the first time the development of responses to the full body illusion in childhood. We tested three age groups of children: 6- to 7-year-olds (n = 28); 8- to 9-year-olds (n = 21); 10- to 11-year-olds…
Descriptors: Self Concept, Children, Age Groups, Adults
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Ke, Fengfeng; Moon, Jewoong – British Journal of Educational Technology, 2018
Using OpenSimulator, we constructed a 3D virtual playground that affords competition-themed social gaming, role-play gaming and design-themed architectural gaming among high-functioning autistic (HFA) children. A mixed-method, multi-case study was conducted to examine the association between the game task and setting features, learners'…
Descriptors: Correlation, Computer Simulation, Role Playing, Interpersonal Relationship
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Chen, Hsiu-Ling; Liao, Yen-Chun – Journal of Educational Computing Research, 2022
Digital learning has become an inevitable trend with many benefits for students' learning performance and motivation. However, Virtual Reality, a pervasive mode of digital learning nowadays, has incurred ambivalence among teachers over the years due to its high cost and other technical concerns. Panoramic image VR (PIVR) is a cost-efficient…
Descriptors: Computer Simulation, Simulated Environment, Work Environment, Vocational High Schools
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Kraemer, David J. M.; Schinazi, Victor R.; Cawkwell, Philip B.; Tekriwal, Anand; Epstein, Russell A.; Thompson-Schill, Sharon L. – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2017
Using novel virtual cities, we investigated the influence of verbal and visual strategies on the encoding of navigation-relevant information in a large-scale virtual environment. In 2 experiments, participants watched videos of routes through 4 virtual cities and were subsequently tested on their memory for observed landmarks and their ability to…
Descriptors: Cognitive Processes, Computer Simulation, Navigation, Simulated Environment
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Eder, Lauren B.; Antonucci, Yvonne L.; Monk, Ellen F. – Journal of Information Systems Education, 2019
The value of enterprise resource planning (ERP) systems to business organizations has long been recognized with their use being integrated into educational business curricula and training. ERPsim games incorporate live business simulations that enable students to learn about ERP concepts firsthand by working in teams and managing their own…
Descriptors: Learner Engagement, Teamwork, Group Dynamics, Business Administration Education
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Khlomov, K. D.; Kondrashkin, A. V.; Kuzin, P. A.; Kalyakina, S. M.; Tyulkanova, K. I.; Medvedev, D. P. – Russian Education & Society, 2018
This article addresses the need for changes in current views on adolescent development. It presents observations of adolescent behavior in the online game Dragon Nest that were conducted by specialists from the Crossroads Center for Social and Psychological Adaptation and Adolescent Development, Moscow State University of Psychology and Education,…
Descriptors: Adolescent Development, Behavior, Video Games, Social Theories
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Hsu, Kuei-Shu; Jiang, Jinn-Feng; Wei, Hung-Yuan; Lee, Tsung-Han – EURASIA Journal of Mathematics, Science & Technology Education, 2016
The use of simulation technologies in learning has received considerable attention in recent years, but few studies to date have focused on vehicle driving simulation systems. In this study, a vehicle driving simulation system was developed to support novice drivers in practicing their skills. Specifically, the vehicle driving simulation system…
Descriptors: Computer Simulation, Motor Vehicles, Novices, Driver Education
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Hwang, Mark I. – Journal of Information Systems Education, 2018
Much interest exists in using Enterprise Resource Planning simulation (ERPsim) games to help students learn complex concepts involved in Enterprise Resource Planning (ERP) systems. However, little research has explored factors that contribute to team performance during an ERPsim game. The current study investigated teamwork as a contributor to…
Descriptors: Teaching Methods, Educational Games, Simulated Environment, Planning
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Drljevic, Neven; Wong, Lung Hsiang; Boticki, Ivica – IEEE Transactions on Learning Technologies, 2017
The paper provides a high-level review of the current state of techno-pedagogical design in Augmented Reality Learning Experiences (ARLEs). The review is based on a rubric constructed from the Meaningful Learning with ICT framework and the Orchestration Load reduction framework, providing, respectively, a view of primarily student- and primarily…
Descriptors: Simulated Environment, Computer Simulation, Educational Technology, Technology Uses in Education
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Melchor-Couto, Sabela – ReCALL, 2018
In recent years, a considerably high number of research studies have looked into the use of virtual worlds (VWs) for language learning. A number of authors have hypothesised about the effects of anonymity when foreign language interactions are conducted via VWs. This study addresses the effect that the anonymity experienced in VW interaction may…
Descriptors: Oral Language, Computer Simulation, Second Language Instruction, Anxiety
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Tokel, Saniye Tugba; Isler, Veysi – Innovations in Education and Teaching International, 2015
This study investigated relationships among perceived usefulness (PU), ease of use and perceived enjoyment, plus their relationships with the behavioural intention (BI) of individuals to use virtual worlds as a learning space. Participant responses to a questionnaire were analysed, and results indicated that while PU seemed to affect BIs most,…
Descriptors: Educational Technology, Simulated Environment, Teaching Methods, Correlation
Decker, Teresa Frances O'Hara – ProQuest LLC, 2014
Nursing profession accrediting agencies and associations, including the National League for Nursing, the American Association of Colleges of Nursing, the National Council of State Boards of Nursing, and the Institute of Medicine, have called for the implementation and evaluation of educational innovations. Many nursing schools have attempted to be…
Descriptors: Nursing Education, Simulation, Simulated Environment, Nursing Students
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