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Lu, Shulan; Rawlinson, Terry G.; Harter, Derek – Journal of Cognitive Education and Psychology, 2019
Working memory capacity (WMC) is critical in maintaining goal-directed behavior and in inhibiting task irrelevant or conflicting thoughts. Using eye tracking data, the current study developed measures to investigate users' experiences of presence. We investigated the cognitive processing mechanisms of feelings of presence by examining how users of…
Descriptors: Short Term Memory, Eye Movements, Attention, Cognitive Processes
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Safadel, Parviz; White, David – TechTrends: Linking Research and Practice to Improve Learning, 2019
Spatial understanding of molecules in molecular biology provides a better understanding of molecules in isolation and relation to their next elements. Augmented reality (AR) has recently been developed as a computer interface that enables the users to see the real world with virtual objects superimposed on it. We report a method that shows the use…
Descriptors: Molecular Biology, College Students, Science Instruction, Computer Interfaces
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Jiao, Fei; Huang, Tianwen – Education and Information Technologies, 2019
Aiming at many problems of school multimedia classroom management, a remote control system for multimedia classroom based on cloud computing is developed. The system includes cloud computing management platform, network switch, single-chip microcomputer and equipment in the multimedia classrooms. It uses VMware desktop virtualization technology to…
Descriptors: Multimedia Instruction, Computer Software, Comparative Analysis, Management Systems
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Ghanouni, Parisa; Jarus, Tal; Zwicker, Jill G.; Lucyshyn, Joseph; Mow, Kristin; Ledingham, Alyssa – Journal of Autism and Developmental Disorders, 2019
Autism spectrum disorder (ASD) is a neurodevelopmental disorder that affects socio-emotional skills and perspective-taking abilities. Although social stories in a form of virtual reality program can help children with ASD, developing them and identifying appropriate responses might be subjective and thus challenging. Using Delphi method, and…
Descriptors: Children, Autism, Pervasive Developmental Disorders, Interpersonal Competence
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Johnson, Janine – Knowledge Quest, 2019
Whether you have a well-equipped Virtual Reality (VR) lab or are still questioning how to get started, you can be sure that virtual, augmented, and mixed-reality (VR, AR, and MR) experiences are not fads soon to fade away. In that case, then what better place than the school library to "mess about" with VR/AR/MR and expand learners'…
Descriptors: Computer Simulation, Simulated Environment, Educational Technology, Laboratories
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Cisneros, Rosemary E.; Stamp, Kathryn; Whatley, Sarah; Wood, Karen – Research in Dance Education, 2019
The focus of this paper is on the WhoLoDancE EU Horizon 2020 project and the tensions between the technology and the potential impact on dancer education -- the aspirations versus the realities. We explore how neuroscientific concepts can help to understand the embodied experience of working with digital tools in a mediated learning environment.…
Descriptors: Dance Education, Computer Simulation, Neurosciences, Educational Theories
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Siegle, Del – Gifted Child Today, 2019
Virtual and augmented reality apps enable gifted students to explore content in new and exciting ways. Students can use the technology to create interesting and interactive products that not only demonstrate their understanding, but also advance their learning.
Descriptors: Academically Gifted, Computer Simulation, Simulated Environment, Teaching Methods
Baker, Ursula – ProQuest LLC, 2019
Teacher education programs historically offer little opportunity to develop skills necessary for communicating effectively with parents. Mixed reality simulations, such as TLE-TeachLivE, can ameliorate this lack of instruction. This study examines the communication skills demonstrated by preservice educators during a mixed reality conference…
Descriptors: Preservice Teachers, Communication Skills, Skill Development, Computer Simulation
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Tocu, Adrian; Beldiman, Iuliana; Cruceat, Alin; Butean, Alexandru – International Association for Development of the Information Society, 2019
This paper presents an ongoing development process for an experimental application that aims to train an inexperienced user to operate a mobile device and receive Augmented Reality (AR) guidelines for basic pick-and-place operations. The purpose of the presented work is to offer a learning environment for placing multiple physical tools in…
Descriptors: Telecommunications, Handheld Devices, Computer Simulation, Educational Games
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Wilson, R. Scott – Educational Media and Technology Yearbook, 2019
This chapter assesses the usefulness of 360/VR video production in the creation of student VR videos. With the emergence of 360/VR documentary platforms in narrative and documentary film, empathy and presence are often touted as this format's unique contribution beyond traditional documentary modes. However, the lack of an established grammar of…
Descriptors: Video Technology, Design, Computer Simulation, Ethnography
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Busra Yilmaz Yenioglu; Samed Yenioglu; Kubra Sayar; Funda Ergulec – Journal of Special Education Technology, 2024
Augmented reality has the potential to give students a unique experience, including when teaching science subjects. The purpose of this study was to examine the effectiveness of an augmented reality-based intervention in teaching "Solar Systems and Planets" to four students with learning disabilities. The dependent variable was the…
Descriptors: Science Instruction, Students with Disabilities, Learning Disabilities, Intervention
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Ai-Chu Elisha Ding; Kuo-Ting Tim Huang; Jessica DuBois; Huali Fu – Educational Technology Research and Development, 2024
Secondary science students still struggle to master scientific concepts and apply content-based knowledge. The instructional design behind the incorporation of innovative technology and the use of game-based learning (GBL) could be a key to increasing student acquisition of science knowledge. Using a mixed methods design, this study examined the…
Descriptors: Game Based Learning, Computer Simulation, Scaffolding (Teaching Technique), Student Motivation
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Chen-Chen Liu; Yu Guo; Gwo-Jen Hwang; Yun-Fang Tu; Zhiqiang Wang – Interactive Learning Environments, 2024
Reading comprehension is critical and challenging for the English learning process. EFL (English as Foreign Language) learners often do not understand the meaning of the text due to the lack of an authentic learning context. This easily leads learners to read literally without deeply understanding. To address this issue, an article-structure…
Descriptors: Video Technology, Computer Simulation, English (Second Language), Reading Comprehension
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T. Lee; Y. Wen; M. Y. Chan; A. B. Azam; C. K. Looi; S. Taib; C. H. Ooi; L. H. Huang; Y. Xie; Y. Cai – Interactive Learning Environments, 2024
This study investigates the use of virtual and augmented reality (VAR) in higher education on students' self-efficacy in science and engineering, and academic performance. An innovative VAR classroom is set up as an immersive and interactive learning environment at Nanyang Technological University for curriculum-based learning. This classroom is…
Descriptors: Computer Simulation, STEM Education, Universities, Physical Environment
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Victoria M. Bryan, Editor; Cat Stanfield, Editor – National Collegiate Honors Council, 2024
This volume is intended as an argument for honors education in online spaces--an opportunity to demonstrate how courses and programming can operate virtually while maintaining the rigor, innovation, and community on which honors education prides itself. Online honors courses may not have been the most popular, but those invested in that work knew…
Descriptors: Honors Curriculum, Electronic Learning, Online Courses, Computer Simulation
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