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Mochammad Faiz Nur Falah; Muhammad Iqbal Rifqy; Ailsa Tsabita Primrose; Taufiq Satria Mukti – Journal of Research and Advances in Mathematics Education, 2025
Curved Side Spaces (BRSL) in learning need to be presented with learning media to make it easier for students to understand the concept. This research aims to produce learning media based on technology and cultural values. The media in question is (BRUSLE) an Android application that can be accessed via mobile with augmented reality hologram…
Descriptors: Computer Simulation, Synthesis, Physical Environment, Simulated Environment
Mazrur; Jennah, Rodhatul; Mujib, Abdul; Jamalie, Zulfa – Journal of Education and e-Learning Research, 2023
The acceptance of different technologies in different classroom settings has been addressed in the current study. Integrating alignment theory with the Technology Acceptance Model (TAM), this study investigates the predictive differences between the use and adoption of four technologies. The technologies were used in Islamic study classrooms for…
Descriptors: Islam, Audience Response Systems, Student Attitudes, Technology Uses in Education
Qi, Jing; Shen, Wenqin; Dai, Kun – Journal of Studies in International Education, 2022
As Asia's largest host country of international students, China's digital placemaking is impacting on international students' experience whilst studying and living in the country. This qualitative study addresses the issue of international students' transition to the digital environment in China. It draws on the theoretical perspectives of…
Descriptors: Foreign Students, Information Technology, Computer Simulation, Foreign Countries
Radosavljevic, Slavica; Radosavljevic, Vitomir; Grgurovic, Biljana – Interactive Learning Environments, 2020
The goal of higher vocational education is professional training of students. Teaching contents related to practical training are the most important for preparing students for work in real-life conditions. The mobile learning model presented in this paper analyzes the possibility of implementing augmented reality in the process of educating…
Descriptors: Telecommunications, Handheld Devices, Computer Simulation, Models
Li, Kam Cheong; Wong, Billy Tak-Ming – Australasian Journal of Educational Technology, 2021
This article presents a review of the literature on smart learning in order to provide a comprehensive overview of its latest developments in research and practice. The review covered 90 studies published from 2010 to 2019, which were collected from three publication databases, namely Web of Science, Scopus and ProQuest. They were analysed for the…
Descriptors: Educational Technology, Teaching Methods, Learning Processes, Databases
Chan, Venus – Journal of Computer Assisted Learning, 2023
Background: This research is inspired by the challenges encountered in interpreter training, changes in learning needs in the technological era, the educational paradigm shift caused by the COVID-19 pandemic, the lack of studies on combining virtual reality (VR)_and mobile technologies, and literature gaps in the field of the incorporation of…
Descriptors: Computer Software, Telecommunications, Handheld Devices, Translation
Yang, Xiaozhe; Lin, Lin; Cheng, Pei-Yu; Yang, Xue; Ren, Youqun; Huang, Yueh-Min – Educational Technology Research and Development, 2018
This study explores the effects of immersive VR on an individual's creativity and factors related to creativity including flow, attention and meditation (i.e., mental relaxation or stress). Sixty undergraduate students were invited to participate in an open-ended challenge to design a wearable technology functioning as a smart phone individually,…
Descriptors: Creativity, Computer Simulation, Stress Variables, Undergraduate Students
Fombona, Javier; Pascual, María Angeles; Ferra, Miguel Pérez – Journal of New Approaches in Educational Research, 2020
The deep penetration and global impact of mobile devices has led the scientific community to undertake a thorough analysis of the implications of this phenomenon. Researchers need to determine their true real effect and how they can best be used to manage information and build knowledge. This study has examined recent investigations on the subject…
Descriptors: Telecommunications, Handheld Devices, Electronic Learning, Scientific Research
Akgunduz, Devrim; Mesutoglu, Canan – Science Education International, 2021
The goals of this study were to investigate technical and vocational education (TVET) teachers' progress in their knowledge, perceptions, and competencies related to Industry 4.0 components and Science, Technology, Engineering, and Mathematics (STEM) within the context of a professional development program. A case study design was followed to…
Descriptors: STEM Education, Vocational Education, Vocational Education Teachers, Industry
Levin, Ilya, Ed.; Tsybulsky, Dina, Ed. – IGI Global, 2017
The role of technology in educational settings has become increasingly prominent in recent years. When utilized effectively, these tools provide a higher quality of learning for students. "Optimizing STEM Education With Advanced ICTs and Simulations" is an innovative reference source for the latest scholarly research on the integration…
Descriptors: Information Technology, STEM Education, Cooperative Learning, Inquiry
Naz, Najma; Sayyed, Ali; Dal Sasso, Grace Teresinha Marcon; Khanum, Sabiha; de Souza, Maria de Lourdes – Education Sciences, 2018
The development of information and communication technologies and the accessibility of mobile devices has increased the possibilities of the teaching and learning process anywhere and anytime. Mobile and web application allows the production of constructive teaching and learning models in various educational settings, showing the potential for…
Descriptors: Information Technology, Heart Disorders, Active Learning, Educational Technology
Pinto, Marta; Leite, Carlinda – Digital Education Review, 2020
Digital technologies are an integral part of Higher Education teaching, revealing a set of technologies chosen to integrate formal learning contexts, and therefore being used by students in support of learning. This paper presents a literature review mapping the digital technologies set for higher education students to use in formal education…
Descriptors: Educational Technology, Technology Uses in Education, College Students, Higher Education
Gomez-Sacristan, Angel; Sempere-Paya, Victor M.; Rodriguez-Hernandez, Miguel A. – IEEE Transactions on Education, 2016
Teaching in university engineering departments is currently facing a number of challenges, especially for those involved in the most innovative and dynamic areas of information and communication technology. Learning model developments that place greater weight on laboratory activities require investment in specific equipment that is often very…
Descriptors: Engineering Education, Computer Simulation, Laboratories, Computer Uses in Education
Fonseca, David; Navarro, Isidro; de Renteria, Isabela; Moreira, Fernando; Ferrer, Álvaro; de Reina, Oriol – Journal of Educational Computing Research, 2018
The main aim of this study is to assess the spatial perception of historical world heritage buildings using wearable technologies in an educational framework. The proposal seeks to complement the real experience of visiting the Casa Batlló Museum, an emblematic space (1904-1906, Antonio Gaudí, Barcelona). The main innovative feature of the project…
Descriptors: Computer Simulation, Historic Sites, Museums, Program Descriptions
Laine, Teemu H.; Sedano, Carolina Islas – Educational Technology & Society, 2015
Pervasive worlds are computing environments where a virtual world converges with the physical world through context-aware technologies such as sensors. In pervasive worlds, technology is distributed among entities that may be distributed geographically. We explore the concept, possibilities, and challenges of distributed pervasive worlds in a case…
Descriptors: Games, Physical Activities, Information Technology, Design