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Amprasi, Evaggelia; Vernadakis, Nikolaos; Zetou, Eleni; Antoniou, Panagiotis – International Journal of Instruction, 2022
The purpose of this research was to investigate the impact of two educational interventions, a program based on Full Immersive Virtual Reality games and a Typical Training program, in Selective Attention (SA) of children aged 8-10 years old. Forty-eight girls of elementary school from the city of Komotini, in Greece, participated in this study.…
Descriptors: Computer Simulation, Elementary School Students, Program Effectiveness, Educational Games
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Gallardo-Williams, Maria T.; Dunnagan, Cathi L. – Journal of Chemical Education, 2022
Equal access to an instructor's time and attention can be a barrier experienced by many underrepresented minorities. An instructor's own biases will determine the nature of their interaction with students, and even well-meaning instructors can interact with students in differential ways, which might prevent certain students from having access to…
Descriptors: Organic Chemistry, Minority Group Students, Disproportionate Representation, Computer Simulation
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Aqlan, Faisal; Zhao, Richard – IEEE Transactions on Education, 2022
Contribution: This article discusses the use of manufacturing simulation games to study collaborative problem-solving skills in engineering students. The simulation represents the mass production paradigm in which large quantities of identical products are produced. Empirical data is collected from the simulation to evaluate the skills engineering…
Descriptors: Manufacturing, Computer Simulation, Teaching Methods, Problem Solving
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Chien, Shu-Yun; Hwang, Gwo-Jen – British Journal of Educational Technology, 2022
Intracultural learning emphasises the importance of understanding one's own culture and that of foreign countries; furthermore, it involves sharing relevant opinions with people from around the world and developing an understanding and acceptance of differences. In order to immerse students in foreign countries to experience the cultures and…
Descriptors: Multicultural Education, Computer Simulation, Computer Uses in Education, Learner Engagement
Patterson, Kyle – ProQuest LLC, 2022
This dissertation is to explore the academic efficacy and relevance of two comparatively new technologies, video games and Virtual Reality (VR), how they relate to an older cultural phenomenon, theater, and how a discussion of both topics can result in a better understanding of how to supply students in the classroom with the chance to improve…
Descriptors: Computer Simulation, Video Games, Second Language Learning, Second Language Instruction
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Gandolfi, Enrico; Ferdig, Richard E.; Kosko, Karl W. – Journal of Technology and Teacher Education, 2022
Immersive 360 videos are increasingly being used in pre-service teachers (PST) education. There is preliminary evidence that this technology may benefit future educators' focus and attention to classroom settings and events. However, more analytical efforts are needed to better understand its potential impact on reported focus of attention (RFA)…
Descriptors: Preservice Teachers, Preservice Teacher Education, Technology Uses in Education, Video Technology
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Özyalçin, Büsra; Avci, Filiz – Science Activities: Projects and Curriculum Ideas in STEM Classrooms, 2022
The present study aimed to develop, introduce, and conduct an activity for the integration of augmented reality to the jigsaw IV technique in a planned and systematic manner. The activity developed for secondary school students is related to the "Pure Substances" subject which it is included in the "Particulate structure of…
Descriptors: Computer Simulation, Cooperative Learning, Secondary School Students, Secondary School Science
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Xu, Wen-Wen; Su, Chien-Yuan; Hu, Yue; Chen, Cheng-Huan – Journal of Science Education and Technology, 2022
The use of augmented reality (AR) technology in the science curriculum has the potential to assist students in comprehending abstract and complex concepts or unobservable phenomena, as well as to better explain knowledge regarding science content by superimposing virtual objects over genuine items or environments in a multidimensional approach.…
Descriptors: Computer Simulation, Educational Technology, Science Education, Science Achievement
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Rudolphi-Solero, Teodoro; Lorenzo-Alvarez, Rocio; Ruiz-Gomez, Miguel J.; Sendra-Portero, Francisco – Anatomical Sciences Education, 2022
Competitive game-based learning within Second Life enables effective teaching of basic radiological anatomy and radiological signs to medical students, with good acceptance and results when students participate voluntarily, but unknown in a compulsory context. The objectives of this study were to reproduce a competitive online game based on…
Descriptors: Medical Students, Medical Education, Game Based Learning, Educational Games
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Zeng, Shuang – English Language Teaching, 2022
This paper considers the opportunities and challenges posed to formal second language education given the penetration of digital technologies in young people's daily lives. This paper broadly discusses the issues of information technology (IT) infrastructure, classroom management and IT use restrictions in relations to language learning. The paper…
Descriptors: Second Language Learning, Second Language Instruction, Information Technology, Learning Processes
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Rappa, Natasha Anne; Ledger, Susan; Teo, Timothy; Wai Wong, Kok; Power, Brad; Hilliard, Bruce – Interactive Learning Environments, 2022
This scoping review examines studies using eye tracking technology to monitor learning and performance in virtual or mixed reality settings. The aim of this review is to describe the various ways in which eye tracking devices have been deployed in relation to key aspects of virtual reality and mixed reality environments, list the eye tracking…
Descriptors: Eye Movements, Technology Uses in Education, Academic Achievement, Computer Simulation
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Garzón, Juan; Acevedo, Juan; Pavón, Juan; Baldiris, Silvia – Interactive Learning Environments, 2022
Agritourism is a type of ecological tourism that combines agricultural activities with tourism. There is a growing interest in this industry worldwide, which poses both opportunities and challenges for social and natural environments. Grounded on the theory of situated learning, we developed an augmented reality-based educational resource to…
Descriptors: Agriculture, Tourism, Computer Simulation, Conservation (Environment)
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Stead, Amanda; Michael, Paul; Ondo, Katie – Teaching and Learning in Communication Sciences & Disorders, 2022
Clinical simulations, in a variety of forms, is a viable educational tool, allowing CSD students to acquire professional competencies and skills. Simucase is a computer-based simulation program designed for this objective. The goal of this study was to determine what elements of simulation engagement predicted success on a student's overall…
Descriptors: Computer Simulation, Predictor Variables, Success, Communication Disorders
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Torres, Kelly M.; Statti, Aubrey – International Research and Review, 2022
Due to the impact of COVID-19 in 2020, higher education institutions swiftly shifted to online education and canceled all university sponsored travel, including field experiences and study abroad programs. Faculty transitioned to virtual activities to provide students essential access to international engagement. Immersive learning experiences…
Descriptors: Higher Education, COVID-19, Pandemics, School Closing
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Reeves, Shalaunda; Imperial, Lorelie; Crippen, Kent – Journal of Computers in Mathematics and Science Teaching, 2022
Pre-laboratory tasks are a best practice for preparing students for learning in the laboratory. Virtual labs, which use virtual reality to place students in an emulation of a physical laboratory where they have the capacity to manipulate equipment and materials as approximations of scientific practice, are emerging as an alternative to the…
Descriptors: Science Laboratories, Computer Simulation, College Science, College Freshmen
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