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Teena L. Martin – ProQuest LLC, 2024
This study investigated the understudied area of virtual reality (VR) creation among elementary-aged youth, exploring their engagement in VR creation and the ways in which educators can facilitate this creative process. Using an embedded case study, the researcher examined how the youth visualize writing using the VR creation tool, CoSpaces. To…
Descriptors: Computer Simulation, Elementary School Students, Grade 3, Grade 4
Francis, Marlon F. – ProQuest LLC, 2018
The use of technologies in and outside classrooms has attracted young adolescents who must be prepared to embrace the opportunities and face new challenges in the 21st century. Educational systems across the US continue to gravitate toward new technologies such as digital cameras, interactive-boards, and software that have been shown to enhance…
Descriptors: Technology Uses in Education, Story Telling, Active Learning, Student Projects
Brinton, Christopher Greg – ProQuest LLC, 2016
The "big data revolution" has penetrated many fields, from network monitoring to online retail. Education and learning are quickly becoming part of it, too, because today, course delivery platforms can collect unprecedented amounts of behavioral data about students as they interact with learning content online. This data includes, for…
Descriptors: Technology Uses in Education, Educational Technology, Data Collection, Data Analysis
Jeffrey Dale Mather – ProQuest LLC, 2003
This dissertation presents information gathered and analyzed through an electronic internet-based Delphi Survey process. The purpose of this study is to identify a consensus of factors that might forecast the future effects of Rapid Prototyping (RP) technology on engineering design education when used for the purpose of overcoming the limitations…
Descriptors: Engineering Education, Computer Assisted Design, Computer Simulation, Visualization