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Herrero, Jorge Fernández; Lorenzo, Gonzalo – Education and Information Technologies, 2020
This paper proposes the design and application of a head mounted display (HMD) immersive virtual reality system to improve and train the emotional and social skills of students with autism spectrum disorders. We selected two groups of 7 high functioning ASD children each, ages between 8 and 15, and similar educational capabilities. On the first…
Descriptors: Computer Simulation, Simulated Environment, Teaching Methods, Educational Technology
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Preuß, Anna Katharina – International Journal of Game-Based Learning, 2020
The cognitive-motivational process model of learning describes how personality traits in a specific situation influence current learner motivation and through certain mediators, the learning outcome. This study investigates the influence of personality traits and current motivation on these mediators. For 86 high school students playing a…
Descriptors: Personality Traits, Motivation, Computer Simulation, Computer Games
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Tunjera, Nyarai; Chigona, Agnes – International Journal of Information and Communication Technology Education, 2020
The study examined how teacher educators are appropriating technological, pedagogical, and content knowledge (TPACK) and substitution, augmentation, modification, redefinition (SAMR) frameworks in their pre-service teacher preparation programmes. To ensure rigor, quality, and preparedness of pre-service teachers, there is a need to articulate…
Descriptors: Teacher Educators, Technological Literacy, Pedagogical Content Knowledge, Models
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Lim, Kenneth Y. T.; Lim, Ryan – British Journal of Educational Technology, 2020
This study describes an approach to history education which leverages augmented reality (AR). Currently, most learning interventions with AR are designed from the paradigm of an expert-led model of teaching, where the AR artefact is created by a domain expert; under such a paradigm, the learner has limited ownership of the process of artefact…
Descriptors: Semiotics, Foreign Countries, Intervention, Computer Simulation
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Mørch, Anders I. – International Journal of Information and Learning Technology, 2020
Purpose: The present study proposes action-breakdown-repair (ABR) as a pedagogical model and 3D virtual worlds as technology, to bridge the gap between curricular goals and students out of school technology experiences, referred to as the educational gap. Design/methodology/approach: A qualitative study combining design-based research (DBR) and a…
Descriptors: Models, Computer Simulation, Technology Uses in Education, Computer Games
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Stephens de Jonge, Julie; Labrador, Belén – Research-publishing.net, 2020
This paper reports our preliminary observations of a pilot project carried out from February to April 2019 with a group of students learning Spanish at the University of Central Missouri and students learning English at the University of León. The project combines challenging escape room activities with intercultural and interlinguistic…
Descriptors: Critical Thinking, Student Motivation, Computer Simulation, Problem Solving
National Centre for Vocational Education Research (NCVER), 2020
The rise of Industry 4.0 and the digital economy has highlighted the need for the general workforce to hold digital skills. But what are the implications for vocational education and training (VET) educators in ensuring the workforce is appropriately skilled? This guide highlights the implications for VET educators of the increasing need to…
Descriptors: Educational Technology, Technology Uses in Education, Technological Literacy, Vocational Education
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Papin, Kevin; Kaplan-Rakowski, Regina – Research-publishing.net, 2020
This exploratory post-hoc analysis examined the impact of learners' first language (L1) on learning vocabulary annotated in immersive 360º pictures. This analysis is a part of a larger, between-subjects study (Papin & Kaplan-Rakowski, 2020) in which learners (N=63) of French as a second language (L2) studied vocabulary annotated in (1)…
Descriptors: Native Language, Native Speakers, Chinese, English
Xiaoxu Meng – ProQuest LLC, 2020
A challenge for the virtual reality (VR) industry is facing is that VR is not immersive enough to make people feel a genuine sense of presence: the low frame rate leads to dizziness and the lack of human body visualization limits the human-computer interaction. In this dissertation, I present our research on enhancing visual and gestural fidelity…
Descriptors: Computer Simulation, Visual Aids, Nonverbal Communication, Visual Perception
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Croxton, DeVaughn; Kortemeyer, Gerd – Physics Education, 2018
Researching informal gameplay can be challenging, since as soon as a formal study design is imposed, it becomes neither casual nor self-motivated. As a case study of a non-invasive design, we analyze publicly posted gameplay videos to assess the effectiveness of a physics educational video game on special relativity. These videos offer unique…
Descriptors: Physics, Science Instruction, Video Games, Case Studies
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Denson, Cameron D.; Kelly, Daniel P. – Engineering Design Graphics Journal, 2018
Research on self-efficacy has provided evidence that it is a moderating factor that positively impacts students' choices to pursue and persist in engineering. Engineering graphics is seen as the preferred method of communication for the profession, yet to date no instrument is available that measures students' self-efficacy as it relates to…
Descriptors: Test Construction, Self Concept Measures, Self Efficacy, Test Validity
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Khemlani, Sangeet S.; Byrne, Ruth M. J.; Johnson-Laird, Philip N. – Cognitive Science, 2018
This article presents a fundamental advance in the theory of mental models as an explanation of reasoning about facts, possibilities, and probabilities. It postulates that the meanings of compound assertions, such as conditionals ("if") and disjunctions ("or"), unlike those in logic, refer to conjunctions of epistemic…
Descriptors: Form Classes (Languages), Schemata (Cognition), Inferences, Prediction
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Black, Michael; Chapman, Debra; Clark, Angela – Information Systems Education Journal, 2018
The Enhanced Virtual Laboratory (EVL) is the product of a Department of Defense grant to enhance outreach, research, and education for cyber security. Through web-based laboratories, EVL allows users to remotely experience interactive content with virtual machines inside a modern web browser providing constructivism-based, student-centered,…
Descriptors: Computer Security, Computer Simulation, Laboratories, Internet
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Scott, Meagan; Weeks, William G.; Weeks, Penny P. – Journal of Extension, 2018
Extension educators should think of themselves as change agents, yet many act as information dispensers. Accordingly, we sought to determine whether we could change perceptions of county Extension educators in Oklahoma regarding their function as change agents. Educators participated in a two-part (two-treatment) professional development…
Descriptors: Extension Education, Extension Agents, Change Agents, Professional Development
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Goff, Eric E.; Mulvey, Kelly Lynn; Irvin, Matthew J.; Hartstone-Rose, Adam – Journal of Science Education and Technology, 2018
The importance of increasing interest in the STEM disciplines has been noted in a number of recent national reports. While many previous studies have focused on such efforts inside of the formal classroom, comparatively few have looked closely at informal learning environments. We investigate the innovative use of technology in informal learning…
Descriptors: Simulated Environment, Computer Simulation, Informal Education, STEM Education
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