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Schofield, Damian – Journal of Information Technology Education: Research, 2014
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online vir-tual environments. This technology has been used to generate a range of interactive Virtual Real-ity (VR) learning environments across a spectrum of…
Descriptors: Guidelines, Games, Engineering Technology, Virtual Classrooms
Whyte, Jacqueline T.; Martin, Gerard M.; Skinner, Darlene M. – Learning and Motivation, 2009
Behavioral data suggest that distinguishable orientations may be necessary for place learning even when distal cues define different start points in the room and a unique goal location. We examined whether changes in orientation are also important in place learning and navigation in a water T-maze. In Experiment 1, rats were trained to locate a…
Descriptors: Cues, Animals, Animal Behavior, Experiments
Rafi, Ahmad; Samsudin, Khairul Anuar; Said, Che Soh – Educational Technology & Society, 2008
This paper reports the findings from an experimental study involving thirty three secondary school students (mean age = 15.5 years) in spatial visualization (SV) training through an interactive desktop virtual environment spatial trainer (iDVEST). Stratified random sampling was used to assign students into two experimental groups and one control…
Descriptors: Experimental Groups, Control Groups, Secondary School Students, Adolescents