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Zhang, Lian; Weitlauf, Amy S.; Amat, Ashwaq Zaini; Swanson, Amy; Warren, Zachary E.; Sarkar, Nilanjan – Journal of Autism and Developmental Disorders, 2020
Existing literature regarding social communication outcomes of interventions in autism spectrum disorder (ASD) depends upon human raters, with limited generalizability to real world settings. Technological innovation, particularly virtual reality (VR) and collaborative virtual environments (CVE), could offer a replicable, low cost measurement…
Descriptors: Interpersonal Communication, Cooperation, Autism, Pervasive Developmental Disorders
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Kerr, Jeremy; Lawson, Gillian – International Journal of Art & Design Education, 2020
The rapid and ongoing development of digital technologies continues to create new opportunities for education. Over the last decade this has enabled the establishment of blended learning approaches and online education. More recently, Augmented Reality (AR) has emerged as a unique technology that can transform learning experiences across diverse…
Descriptors: Computer Simulation, Architectural Education, Horticulture, College Freshmen
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Liu, Xiaofeng Steven; Shin, Hyejo Hailey – Teaching Statistics: An International Journal for Teachers, 2020
Computer simulation can be used to demonstrate why the unbiased sample variance uses degrees of freedom (n-1). This is first demonstrated for sampling from a normal random variable, and in additional simulations for some selected non-normal random variables, namely, chi-square and binomial.
Descriptors: Computer Simulation, Statistics, Sampling, Statistical Bias
Amanda Rae Powell – ProQuest LLC, 2020
This study focuses on the life and times of a monster: a) the creation of a virtual reality (VR) simulation intended to enhance student engagement with Fitzgerald's (2004/1925) The Great Gatsby in a secondary English classroom; b) the subsequent suppression of the simulation when the creation, but not the researcher's intentions, were realized;…
Descriptors: High Schools, English, Computer Simulation, Technology Uses in Education
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Adam Carreon; Caitlin Criss; Maggie Mosher – Journal of Special Education Technology, 2024
Virtual reality (VR) is an innovative technology that is rapidly gaining popularity in and out of the classroom. With improvements in hardware and software technology and the push for one-to-one computing, teachers have access to innovative VR supports and resources. These innovative technologies have the potential to improve instruction for…
Descriptors: Computer Simulation, Students with Disabilities, Technology Uses in Education, Student Motivation
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Oscar Yecid Aparicio-Gómez; Olga Lucia Ostos-Ortiz; Constanza Abadía-García – Journal of Technology and Science Education, 2024
In today's educational environment, the convergence of emerging technologies and active methodologies has become a fundamental driver of change in university education. Emerging technologies, such as artificial intelligence, virtual reality, machine learning, and data analytics, are redefining the dynamics of higher education. Active…
Descriptors: Technological Advancement, Technology Uses in Education, Higher Education, Problem Based Learning
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Kenneth Silseth; Rolf Steier; Hans Christian Arnseth – International Journal of Computer-Supported Collaborative Learning, 2024
By adopting a situated and interactional approach, we explore students' immersive VR experiences as resources for collaborative meaning making and learning. We draw on data from a project in which teachers and researchers co-developed a learning design for upper secondary students involving immersive VR technology. In this learning design,…
Descriptors: Foreign Countries, Secondary School Students, Computer Simulation, Constructivism (Learning)
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Joseph M. Furner – International Journal of Education in Mathematics, Science and Technology, 2024
This paper will provide several examples of science and mathematics integration: navigation/map-reading, ecology/ecosystems/population growth, and chemistry/molecular structures. This paper underscores integrating STEM subjects with problem-based learning with technology such as video/computer simulations/programming/coding and the dynamic free…
Descriptors: Problem Based Learning, Mathematics Instruction, Educational Technology, Geometry
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Rebecca Mosaad; Julia Micallef; Aliyat Olatinwo; Gordon Brock; Adam Dubrowski – International Association for Development of the Information Society, 2024
Introduction: This study aimed to develop a cost-effective suturing and knot typing simulator that aligns with the expectations of experts, addressing the need for affordable yet high-quality medical training tools. The focus was on assessing the efficacy of a silicone skin suture task trainer, created through a 3D printed mold, for use in mobile…
Descriptors: Foreign Countries, Physicians, Computer Simulation, Computer Assisted Instruction
Samantha Nemchek Scott – ProQuest LLC, 2024
Collaboration is an essential skill for a special education teacher's (SETs) success in developing individualized education programs (IEPs) to ensure that students with disabilities have access to equal educational opportunities. Collaboration occurs when members of an inclusive learning community work together as equals to meet a student's…
Descriptors: Computer Simulation, Cooperation, Knowledge Level, Teacher Characteristics
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Alicia Fernanda Galindo-Manrique; Vanessa Villarreal-Vera; Francisco Javier Orozco-Bendímez; Maricela García-Montoya – Journal of Social Studies Education Research, 2024
The evolving Metaverse in Higher Education (HE) in Mexico can enrich pedagogy, facilitate skills development, and improve students' learning experience. This research aimed to identify the factors guiding the adoption of the Metaverse in a Business School in Mexico. A survey analysis was conducted to gauge insights from stakeholders on the…
Descriptors: Foreign Countries, Higher Education, Technology Uses in Education, Computer Simulation
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Ayodele Abosede Ogegbo; Mafor Penn; Umesh Ramnarain; Oniccah Pila; Christo Van Der Westhuizen; Noluthando Mdlalose; Ivan Moser; Martin Hlosta; Per Bergamin – Education and Information Technologies, 2024
This study investigated how pre-service teachers perceive and plan to use a virtual reality classroom for science teaching during microteaching practices. The UTAUT 2 model was adopted as the conceptual framework for this study. Data were collected through an online survey from eighty-three pre-service science teachers from a large metropolitan…
Descriptors: Preservice Teachers, Student Attitudes, Computer Simulation, Science Instruction
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Athanasios Christopoulos; Stylianos Mystakidis; Justyna Kurczaba; Mikko-Jussi Laakso; Chrysostomos Stylios – International Journal of Science and Mathematics Education, 2024
Previous studies have found positive effects of Game-Based Learning for mathematics. While most studies assume that this effect is explained by the presence of flow/immersion during games, this has not yet been established. The aim of the current study is to verify if immersion indeed is associated with mathematical skills improvement when using a…
Descriptors: Computer Simulation, Educational Games, Mathematics Skills, Mathematics Achievement
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Mohd Fazil; Angelica Rísquez; Claire Halpin – Journal of Learning Analytics, 2024
Technology-enhanced learning supported by virtual learning environments (VLEs) facilitates tutors and students. VLE platforms contain a wealth of information that can be used to mine insight regarding students' learning behaviour and relationships between behaviour and academic performance, as well as to model data-driven decision-making. This…
Descriptors: Learning Analytics, Learning Management Systems, Learning Processes, Decision Making
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Sara Klingenberg; Robin Bosse; Richard E. Mayer; Guido Makransky – Educational Psychology Review, 2024
This study investigates the role of embodiment when learning a technical procedure in immersive virtual reality (VR) by introducing a framework based on immersion and interactivity. The goal is to determine how increasing the levels of immersion and interactivity affect learning experiences and outcomes. In a 2 × 2 factorial design, 177 high…
Descriptors: Computer Simulation, Learning Experience, Outcomes of Education, High School Students
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