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Vishesh Kumar; Matthew Berland; Leilah Lyons; Beth Pinzur – Interactive Learning Environments, 2024
In this paper, we present SCAMP -- Social Configuration Affordances for Museum Play -- an analytical framework we develop and use to highlight the relationship between designed affordances at interactive museum exhibits and different social playful behaviors they trigger and support. We do this through a selective case study analysis of Rainbow…
Descriptors: Museums, Exhibits, Instructional Materials, Play
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Stavros A. Nikou – Education and Information Technologies, 2024
Thanks to the advancement of mobile technologies, Augmented Reality (AR) has become broadly accessible through mobile devices such as smartphones and tablets. Mobile Augmented Reality can benefit science education in a variety of ways. However, except from some sporadic experimental cases, it is rather rarely employed by teachers and has not yet…
Descriptors: Science Instruction, Student Teachers, Telecommunications, Handheld Devices
Haroula M. Tzamaras – ProQuest LLC, 2024
Central Venous Catheterization (CVC) is a commonly performed medical procedure used for medication delivery to the heart. While CVC is conducted over 5 million times annually it is plagued with high complication rates, resulting in adverse effects on patients, and in the worst cases, death. These complications are directly related to the…
Descriptors: Medical Education, Curriculum Development, Validity, Simulation
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Merav Siani; Ilana Dubovi; Anna Borushko; Michal Haskel-Ittah – International Journal of Science Education, 2024
Immunology, a complex and rapidly evolving biological field, serves dual educational goals: training healthcare professionals and immunologists as well as promoting immune literacy among laypeople. This study conducted a scoping review of the literature to explore different aspects of immunology education, examining various contexts, levels, and…
Descriptors: Biology, Science Education, Teaching Methods, Cognitive Processes
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Nurhening Yuniarti; Yuni Rahmawati; Muhammad Anwar; Vando Gusti Al Hakim; Hendra Hidayat; Didik Hariyanto; Amelia Fauziah Husna; Jen-Hang Wang – European Journal of Education, 2024
Preparing high-quality graduates is a pressing challenge in teacher education, particularly among vocational high school graduates in Indonesia who face elevated unemployment rates. This experimental study explores the impact of integrating augmented reality (AR) and higher order thinking skills (HOTS) into vocational teacher education, empowering…
Descriptors: Computer Simulation, Technology Uses in Education, Thinking Skills, Academic Achievement
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Stavros A. Nikou; Maria Perifanou; Anastasios A. Economides – TechTrends: Linking Research and Practice to Improve Learning, 2024
Augmented Reality (AR) can enhance learning experiences offering many benefits to students. However, its integration in educational practice is rather limited due to several obstacles. One of these obstacles is the absence of AR digital competencies among instructors. Limited research exists about teachers' competence areas in integrating AR in…
Descriptors: Teacher Competencies, Technology Integration, Simulated Environment, Computer Simulation
Carly Leannah – ProQuest LLC, 2024
Embodied cognition posits that physical interactions with the environment play a crucial role in learning, including complex, abstract concepts in STEM disciplines. This is relevant for deaf and hard-of-hearing (DHH) learners who often utilize sign language, which is a naturally embodied, visuospatial mode of communication. My dissertation…
Descriptors: Deafness, American Sign Language, STEM Education, Computer Simulation
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Natalie S. Vandepol; Ashley Shade – Journal of Microbiology & Biology Education, 2024
The ubiquity and ease with which microbial cells disperse over space is a key concept in microbiology, especially in microbial ecology. The phenomenon prompted Baas Becking's famous "everything is everywhere" statement that now acts as the null hypothesis in studies that test the dispersal limitation of microbial taxa. Despite covering…
Descriptors: Experiential Learning, Learner Engagement, Undergraduate Students, Scientific Concepts
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Razan Hamed; Elizabeth Gdanski; Jooeun Kim; Julianne Le; Amy Lopez; Azmina Panjwani; Allyson Tong; Gloriana Wilson – Journal of Occupational Therapy Education, 2024
Virtual reality (VR) is an immersive innovative technology that can be used with occupational therapy students for bias training in preparation for fieldwork and clinical practice. The purpose of this study was to explore the use of VR as a complementary educational tool in bias and microaggressions (MA) training for entry-level occupational…
Descriptors: Computer Simulation, Technology Uses in Education, Sensitivity Training, Bias
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Azizah Nurul Khoirunnisa; Munir Munir; Faaizah Shahbodin; Laksmi Dewi – Journal of Special Education Technology, 2024
Reading can be a way to increase students' social interaction and writing, especially for those continuing to a higher level of education. More recent research shows that children with Autism Spectrum Disorder (ASD) have a variety of reading profiles that differ across a range of reading sub-skills. Meanwhile, the school teaching system provides…
Descriptors: Computer Simulation, Individualized Instruction, Autism Spectrum Disorders, Reading Skills
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Emily C. Bouck; Holly Long; Carrielynn O'Reilly – Focus on Autism and Other Developmental Disabilities, 2024
Individuals engage in purchasing skills on a daily basis. Regardless of the curricular focus of secondary students with intellectual and developmental disabilities (IDD; i.e., academic or functional), possession of life skills is important. In this single case design study, researchers examined the provision of online instruction to three U.S.…
Descriptors: Students with Disabilities, Intellectual Disability, Developmental Disabilities, Daily Living Skills
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Kamil Bartu Feridun; Ümmü Bayraktar – Turkish Online Journal of Educational Technology - TOJET, 2024
In today's world, technology plays a significant role in shaping our daily interactions and how we connect with the world. The rapid advancements in technology have influenced many sectors, particularly education, where integrating technology is now seen as essential rather than just a luxury. As a result, the education field has adapted over time…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Teaching Methods
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Sangmin-Michelle Lee; Zi Yang; Junjie Gavin Wu – Education and Information Technologies, 2024
The use of immersive virtual reality (iVR) technology creates an infinite set of possibilities for language learners both inside and outside the traditional classroom setting. In contributing a deeper understanding of language education with iVR, the present study explored how low-proficiency level English learners perceived iVR and how iVR…
Descriptors: English (Second Language), Second Language Learning, Computer Simulation, Language Proficiency
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A. Blossom Cygnet; P. Sivakumar – Education and Information Technologies, 2024
Augmented reality (AR) has become a popular platform in education, providing an interactive and engaging way to learn through manipulatable communication. AR technology can increase motivation and retention of vocabulary. This study explores the efficacy of an AR-based flashcard application to teach basic Tamil words to primary school students in…
Descriptors: Computer Simulation, Physical Environment, Instructional Materials, Dravidian Languages
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Nathaniel W. Cradit; Jacob Aguinaga; Caitlin Hayward – Education and Information Technologies, 2024
As extended reality (XR) technologies become more prevalent in postsecondary learning environments around the world, this study offers a scoping review of published research on the topic. By leveraging a theoretical framework to examine data across the various domains comprising extended reality (i.e., augmented, mixed, and virtual reality), this…
Descriptors: Computer Simulation, Postsecondary Education, Educational Research, Technology Uses in Education
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