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Showing all 15 results Save | Export
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Sun Kyung Kim; Mihyun Lee; Youngho Lee; Younghye Go; Mi Hyeon Park – Education and Information Technologies, 2025
The development of best strategies for improving learning engagement in the field of mental health nursing education, is a challenge for teachers. Using self-reflection, students are facilitated to actively participate in their own learning process, improving their efforts to understand and perform best practice for patients. This study aimed to…
Descriptors: Mental Health, Nursing Education, Computer Simulation, Undergraduate Students
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Chen, Chin-Yu; Chang, Shao-Chen; Hwang, Gwo-Jen; Zou, Di – Interactive Learning Environments, 2023
Speaking is a challenge for most English learners owing to the lack of practicing environments and partners. The virtual reality (VR) technology has changed this situation by providing learners with rich opportunities for practice. In VR-based practicing environments, peer tutoring is a common strategy for promoting peer assistance. However, in…
Descriptors: Second Language Learning, English (Second Language), Speech Communication, Computer Simulation
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Justin E. Freedman; Alicia M. Drelick; Benjamin H. Dotger – Learning Disabilities Research & Practice, 2024
Researchers increasingly recognize the importance of high school students with disabilities being prepared to advocate for postsecondary academic accommodations. The purpose of this study was to inform how self-advocacy instruction can reflect the authentic context in which postsecondary students with learning disabilities (LD) and with attention…
Descriptors: Self Advocacy, Postsecondary Education, Academic Accommodations (Disabilities), Students with Disabilities
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Galiya Ldokova; Svetlana Frumina; Suad Abdalkareem Alwaely – Smart Learning Environments, 2025
The aim of the study is to examine the influence of students' psychotypes on their learning using digital educational technologies within the Metaverse. In the course of the longitudinal experimental study, the results of the initial testing of 79 students during their undergraduate studies and the re-testing of 75 of these students during their…
Descriptors: Undergraduate Students, Graduate Students, Psychological Characteristics, Brain
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Robinson, Kate E.; Allen, Peter J.; Quail, Michelle; Beilby, Janet – Interactive Learning Environments, 2020
Effective communication is a generic competency essential to clinical practice. However, access to work-integrated placements where such competencies are traditionally developed is diminishing, compelling universities to develop supplementary placement opportunities in the form of simulated learning environments (SLE). Virtual or digital patient…
Descriptors: Computer Simulation, Patients, Interpersonal Competence, Interpersonal Communication
Rachel Elizabeth Bee – ProQuest LLC, 2021
The problem addressed through this study was that the combination of student anxiety towards patients with mental health conditions along with their unpreparedness for exercising active listening, empathy, and self-awareness in clinical situations created a barrier to achieving therapeutic nurse-patient relationships in Psychiatric-Mental Health…
Descriptors: Undergraduate Students, Nursing Education, Nursing Students, Mental Health Workers
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Hsu, Liwei – Computer Assisted Language Learning, 2022
The English as a foreign language (EFL) learners' levels of attention and meditation as well as brainwaves while interacting with an interlocutor in three different second-language (L2) socialization contexts--with another human in person, with another person through a virtual platform, and with an artificial intelligence (AI) chatbot--were…
Descriptors: Computer Assisted Instruction, Teaching Methods, English (Second Language), Second Language Learning
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Piety, Philip J. – Grantee Submission, 2021
The paper discusses the use of "Productive Disciplinary Engagement" (PDE) for a curricular project that features a technology-based alternate reality game (ARG) with the objective of teaching undergraduate students about the collaborative nature of STEM careers. Much of the PDE research uses PDE as either a design-principle or as an…
Descriptors: Educational Technology, Technology Uses in Education, Undergraduate Students, Educational Games
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Jantakoon, Thada; Wannapiroon, Panita; Nilsook, Prachyanun – International Education Studies, 2019
This study aimed to synthesize theoretical and designing framework of Virtual Immersive Learning Environments (VILEs) based on digital storytelling to enhance deeper learning for undergraduate students. Documents analysis and survey research were employed in this study. The procedures were as follows: (1) to examine and analyze the principles,…
Descriptors: Educational Environment, Electronic Learning, Story Telling, Undergraduate Students
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Thompson, Meredith; Owho-Ovuakporie, Kesiena; Robinson, Kevin; Kim, Yoon Jeon; Slama, Rachel; Reich, Justin – Journal of Digital Learning in Teacher Education, 2019
Interactive simulations allow preservice teachers to connect education theory and pedagogy in scaffolded environments. We created digital simulations with scenarios from in-person simulations and used them to prepare novice teachers for conversations with parents. Using a design-based approach we implemented the simulations in an education class,…
Descriptors: Computer Simulation, Simulated Environment, Preservice Teacher Education, Preservice Teachers
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Lainema, Kirsi; Lainema, Timo; Hämäläinen, Raija; Heinonen, Kirsi – International Association for Development of the Information Society, 2019
Analysis of the applicability of a learning technology requires evaluating how the affordances of the technology respond to the users' needs. We examine affordances of a digital learning environment. We concentrate on organizational and socio-interactional affordances, which are based on technological affordances. The analysis shows how…
Descriptors: Educational Technology, Technology Uses in Education, Student Needs, Program Effectiveness
Schussler, Deborah; Frank, Jennifer; Lee, Tsan-Kuang; Mahfouz, Julia – Grantee Submission, 2017
Nearly one in three students in the United States today is negatively impacted by bullying. Teachers can play a critical role in stopping bullying-related violence, but many struggle with how to engage students in difficult conversations. Traditional classroom-based pedagogy used to teach communication skills (e.g., modeling & role-play) is…
Descriptors: Computer Simulation, Artificial Intelligence, Role Playing, Teaching Methods
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Schussler, Deborah; Frank, Jennifer; Lee, Tsan-Kuang; Mahfouz, Julia – Journal of Technology and Teacher Education, 2017
Nearly one in three students in the United States today is negatively impacted by bullying. Teachers can play a critical role in stopping bullying-related violence, but many struggle with how to engage students in difficult conversations. Traditional classroom-based pedagogy used to teach communication skills (e.g., modeling & role-play) is…
Descriptors: Computer Simulation, Artificial Intelligence, Role Playing, Teaching Methods
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Jarmon, Leslie – International Journal of Virtual and Personal Learning Environments, 2010
This article previews the emergence of "homo virtualis." Drawing on data from seven research studies, peer-reviewed published research articles, and selected excerpts of 30 months of field notes taken in Second Life [SL], the article examines virtual learning environments and embodiment through the lens of interactions of avatars with…
Descriptors: Computer Simulation, High School Students, Females, Design
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