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Mirzaei, Maryam Sadat; Meshgi, Kourosh; Nishida, Toyoaki – Research-publishing.net, 2021
Teaching culture out of context may not be the optimal approach, yet it could be achieved by immersive technologies. This study uses an immersive theme-based environment and focuses on cross-cultural interactions between learners of different cultures in goal-oriented scenarios. We collected interactions among learners with different cultural…
Descriptors: Intercultural Communication, Second Language Learning, Second Language Instruction, English (Second Language)
Warrick, Andrew; Woodward, Heather – Research-publishing.net, 2021
In this preliminary research study, Japanese university students created two dimensional (2D) interactive posters and 360° Virtual Reality (VR) presentations using Thinglink software. Students can use Thinglink software to annotate images with photos, videos, and descriptions. Researchers explore the extent to which students believed that creating…
Descriptors: Visual Aids, 21st Century Skills, Critical Thinking, Thinking Skills
Edwards, Bosede Iyiade, Ed.; Shukor, Nurbiha A., Ed.; Cheok, Adrian David, Ed. – Lecture Notes in Educational Technology, 2021
This book discusses the development of the next generation learning spaces with emerging technologies. These spaces result from the combined needs of classroom stakeholders, such as instructors and learners, with classroom elements, such as tools and technologies, pedagogy and content. The book presents discussions and studies on issues,…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, Learning
Piety, Philip J. – Grantee Submission, 2021
The paper discusses the use of "Productive Disciplinary Engagement" (PDE) for a curricular project that features a technology-based alternate reality game (ARG) with the objective of teaching undergraduate students about the collaborative nature of STEM careers. Much of the PDE research uses PDE as either a design-principle or as an…
Descriptors: Educational Technology, Technology Uses in Education, Undergraduate Students, Educational Games
Timothy Berndt – ProQuest LLC, 2021
The prominence of virtual reality (VR) in the educational field has grown in recent years due to increased availability and lower costs. I conducted a global study regarding how pioneering K-12 teachers use VR to engage students in learning activities. The purpose of this qualitative case study was to identify how and why teachers used VR for…
Descriptors: Computer Simulation, Technology Uses in Education, Educational Technology, Elementary School Teachers
Méndez-Fragoso, Ricardo; Villavicencio-Torres, Mirna; Martínez-Moreno, Josué – International Journal for Technology in Mathematics Education, 2017
In this contribution, we show the practical use of the computer to visualise simple computational simulations to show phenomena that occur in everyday life, or require an abstract understanding for being unintuitive phenomena. The relationship of the mathematics to different scientific disciplines motivates us to devise different treatments to…
Descriptors: Computer Simulation, Programming Languages, Mathematics, Mathematics Instruction
Birt, James; Moore, Emma; Cowling, Michael – Australasian Journal of Educational Technology, 2017
There is growing evidence that the use of simulation in teaching is a key means of improving learning, skills, and outcomes, particularly for practical skills. In the health sciences, the use of high-fidelity task trainers has been shown to be ideal for reducing cognitive load and leading to enhanced learning outcomes. However, how do we make…
Descriptors: Foreign Countries, Distance Education, Computer Simulation, Allied Health Personnel
Dumas, Denis – Educational Psychology Review, 2017
This review brings together the literature that pertains to the role of relational reasoning, or the ability to discern meaningful patterns within any stream of information, in the mental work of scientists, medical doctors, and engineers. Existing studies that measure four forms of relational reasoning--analogy, anomaly, antinomy, and…
Descriptors: Literature Reviews, Sciences, Medicine, Engineering
Millican, Tony – ProQuest LLC, 2017
For decades, constructivist educational theorists such as Dewey, Piaget, Vygotsky, Papert, and Bruner have advocated that for deep learning to occur, learners should have some type of experience related to the subject matter to be learned. A new generation of consumer technology -- referred to by titles such as Virtual Reality (VR), Augmented…
Descriptors: Technology Uses in Education, Higher Education, Computer Simulation, Military Training
Gouseti, Anastasia; Abbott, Daisy; Burden, Kevin; Jeffrey, Stuart – Technology, Pedagogy and Education, 2020
This paper explores how a legacy digital artefact can be adopted within formal education settings and looks at the pedagogical and other opportunities created by its use within three primary and secondary classrooms in the UK. Through a comparative case study, the paper investigates the potential of using a virtual 3D model of the 1938 British…
Descriptors: Teaching Methods, Technology Integration, Elementary Secondary Education, Case Studies
Hamed, Ghadeer; Aljanazrah, Ahmad – Journal of Information Technology Education: Research, 2020
Aim/Purpose: The objective of this study is to explore the effectiveness of using virtual experiments on students' level of achievement and on their practical skills as well as their views on applying the virtual experiments in a general physics lab. Background: There is a continuous debate in the literature on the effect of using virtual…
Descriptors: Science Instruction, Science Experiments, Computer Simulation, Educational Technology
Eren, Hakki Cengiz; Öztug, Emine Kivanç – Cypriot Journal of Educational Sciences, 2020
This study investigates the implementation of virtual choir recordings in a choir class during distance learning. In this particular study, a virtual choir is defined to be a computer-generated sound recording that emulates a realistic choir sound. Students (n=21) practiced their parts using virtual choir recordings for a period of eight weeks;…
Descriptors: Singing, Music Education, Distance Education, Online Courses
Jesionkowska, Joanna; Wild, Fridolin; Deval, Yann – Education Sciences, 2020
Immersive technologies are rapidly transforming the field of education. Amongst them, Augmented Reality (AR) has shown promise as a resource, particularly for education in Science, Technology, Engineering, Arts, and Mathematics (STEAM). There are, however, few teachers deploying this new medium in the classroom directly, and, consequently, only a…
Descriptors: Art Education, STEM Education, Active Learning, Computer Simulation
Sarioglu, Serhan; Girgin, Sönmez – Journal of Turkish Science Education, 2020
In this study, it was aimed to investigate the effect of virtual reality usage in science teaching on 100 students attending 6th grade in Orhaneli district of Bursa province in 2017-2018 academic year. The study was designed as an experimental model of quantitative research methods. The Cell Knowledge Test developed by the researcher in the…
Descriptors: Computer Simulation, Grade 6, Middle School Students, Science Education
Porter, C. D.; Smith, J. R. H.; Stagar, E. M.; Simmons, A.; Nieberding, M.; Orban, C. M.; Brown, J.; Ayers, A. – Physical Review Physics Education Research, 2020
Recent years have seen a resurgence of interest in using virtual reality (VR) technology to benefit instruction, especially in physics and related subjects. As VR devices improve and become more widely available, there remains a number of unanswered questions regarding the impact of VR on student learning and how best to use this technology in the…
Descriptors: Physics, Science Instruction, Video Games, Computer Simulation