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Showing all 10 results Save | Export
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Patrick Bowers; Kelley Graydon; Tracii Ryan; Jey Han Lau; Dani Tomlin – Australasian Journal of Educational Technology, 2024
This study presents a scoping review of research on artificial intelligence (AI)- driven virtual patients (VPs) for communication skills training of healthcare students. We aimed to establish what is known about these emergent learning tools, to characterise their design and implementation into training programmes. The preferred reporting items…
Descriptors: Allied Health Occupations Education, Artificial Intelligence, Computer Simulation, College Students
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Domenic DeSocio – Unterrichtspraxis/Teaching German, 2024
Immersive virtual reality (iVR) is a novel form of computer technology that promises to transform not only the delivery of language and cultural instruction but also how students produce language. The existing, yet limited, scholarship on the applications of iVR in the language classroom suggests affective and cultural benefits (e.g., increased…
Descriptors: Computer Simulation, Technology Uses in Education, Teaching Methods, Second Language Learning
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McGovern, Enda; Moreira, Gerardo; Luna-Nevarez, Cuauhtemoc – Journal of Education for Business, 2020
Virtual reality (VR) technology is making its mark across market sectors (e.g., gaming, healthcare, tourism). This paper examines the use of VR in education, specifically in business classes, to better understand how this technology can help students improve their communication skills associated in delivering effective presentations and…
Descriptors: Computer Simulation, Business Administration Education, Technology Integration, Affordances
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James, Nikki; Humez, Andrea; Laufenberg, Philipp – TechTrends: Linking Research and Practice to Improve Learning, 2020
Team projects allow students to apply their technical skills to a real-world context and build twenty-first century competencies, including teamwork, project management and communication skills. However, the complex challenges that such experiential learning projects present for students and faculty can limit the scale of implementation. This…
Descriptors: Distance Education, Scaffolding (Teaching Technique), Computer Simulation, Teaching Methods
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Maas, Melanie J.; Hughes, Janette M. – Technology, Pedagogy and Education, 2020
This article provides the first review of the existing literature consolidating research into the use of virtual, augmented and mixed reality technologies within K-12 educational environments. The review explores the peer-reviewed scholarly studies conducted between 2006 and May 2017, which involved the use of virtual reality (VR), augmented…
Descriptors: Computer Simulation, Elementary Secondary Education, Educational Research, Technology Integration
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Song, Min Jeong – International Journal of Technology and Design Education, 2020
In recent 5 years, digital fabrication technologies have not only advanced rapidly but have also become more user-friendly and affordable, especially regarding their educational uses. Due to these technologies' capability to link virtual and physical making, educators have extensively discussed their potential impact on fostering a…
Descriptors: Design, Teaching Methods, Creativity, Textiles Instruction
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Liaw, Meei-Ling – Educational Technology & Society, 2019
This study investigates the effects of using open social VR for university English as a foreign language (EFL) learners' intercultural communication learning. The project involved two stages: (1) carefully designed activities for students to practice different language-learning tasks with their peers; (2) implemented in an open social VR…
Descriptors: Foreign Countries, Second Language Learning, Second Language Instruction, English (Second Language)
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Bastiaens, Theo, Ed. – Association for the Advancement of Computing in Education, 2017
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "E-Learn 2017: World Conference on E-Learning" took place in…
Descriptors: Electronic Learning, Conferences (Gatherings), Conference Papers, Foreign Countries
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Cobb, Sue V. G. – Topics in Language Disorders, 2007
Virtual reality (VR) describes a set of technologies that allow users to explore and experience 3-dimensional computer-generated "worlds" or "environments." These virtual environments can contain representations of real or imaginary objects on a small or large scale (from modeling of molecular structures to buildings, streets, and scenery of a…
Descriptors: Computer Simulation, Disabilities, Special Education, Computer Uses in Education
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers