Search · four archives
Search · four archives
23 papers · ranked by Valyu relevance
Leire Ugalde, Maite Santiago-Garabieta, Beatriz Villarejo-Carballido, Lídia Puigvert
'Lídia Puigvert'] Children with special educational needs (SEN) achieve lower educational levels than their peers without special needs, leading to a higher risk of social exclusion in the future. Inclusive education aims to promote learning and to benefit the cognitive development of these students, and numerous…
Mrinal Patwardhan, Sahana Murthy
Learning from interactive learning environments enriched with multiple external representations (MERs) is often beneficial. The learning benefits of MERs highly rely on the development of Representational Competence. Representational Competence refers to an ability to translate and see relations between MERs. The…
Md Asifur Rahman, Lew Sook Ling, Ooi Shih Yin
Background IT tools has brought a new perspective to collaborative learning where students do not just sit in a chair and swallow lecture content but instead participate in creating and sharing knowledge. However, calculus learning augmented reality application has limitation in promoting a human collaboration in…
Rocío García-Carrión, Silvia Molina Roldán, Esther Roca Campos
Providing an inclusive and quality education for all contributes toward the Sustainable Development Goals of the United Nations. High-quality learning environments based on what works in education benefit all students and can be particularly beneficial for children with disabilities. This article contributes to advance…
Yunshuo Yang, Jiacheng Lin, Tong Chen, Shuyuan Lin + 6 more
'Wei Miao' 'Wei Wei' 'Hanchu Sun' 'Jie Sun' 'Chao Gu'] Introduction This study examines the emotional support offered by the non-player characters (NPCs) in an interactive learning environment, as well as the effects of the perceived playfulness of the interactive system on German language learning. Method We developed…
Jungwoo Ryoo, Kurt Winkelmann, Lawrence C. Ragan, Lorraine J. Ramirez Villarin
'Lorraine J. Ramirez Villarin'] This chapter highlights a series of guiding principles that emerged from the information collected and collated following the X-FILEs Workshop. The guiding principles were developed from themes that appeared in multiple formats and across most or all technology categories. These…
Jungwoo Ryoo, Kurt Winkelmann, Jungwoo Ryoo, Kurt Winkelmann
The practice of educating students in college-level science, technology, engineering, and math (STEM) subjects is influenced by many factors, including education research, governmental and school policies, financial considerations, technology limitations, and acceptance of innovations by faculty and students. Working…
Hairu Yang, Minghan Cai, Yongfeng Diao, Rui Liu + 2 more
'Qianchen Xiang'] Introduction Interest in interactive virtual reality (IVR) is increasing due to its potential for embodied learning and group-led teaching. However, few studies have investigated the internal mechanism by which IVR technology features and learning experiences affect learning outcomes in terms of…
Jean Maitem, Rosmina Joy Cabauatan, Lorena Rabago, Bartolome T. Tanguilig
'Bartolome T. Tanguilig'] 1Department of Information Technology Education, Technological Institute of the Philippines, Quezon City, Philippines jeanmaitem@gmail.com 2Department of Information Technology Education, Technological Institute of the Philippines, Quezon City, Philippines rjmcabauatan@yahoo.com 3 Department…
Dan Spencer, Caitlin McKeown, David Tredwell, Benjamin Huckaby + 9 more
The development and use of virtual laboratories to augment traditional in-person skills training continues to grow. Virtual labs have been implemented in a number of diverse educational settings, which have many purported benefits including their adaptability, accessibility, and repeatability. However, few studies have…
Zahid Hossain, Engin Bumbacher, Alison Brauneis, Monica Diaz + 3 more
The Next Generation Science Standards (NGSS) and other national frameworks are calling for much more sophisticated approaches to STEM education, centered around the integration of complex experimentation (including real labs, not just simulations), data collection and analysis, modeling, and data-driven argumentation…
Mustafa Demir, Sean M. Leahy, Punya Mishra, Chun Kit Chen + 1 more
Artificial Intelligence (AI) can be easily integrated into virtual education to drive adaptive instruction and real-time constructive feedback to students, offering a possible conduit for fostering discovery curiosity in learners. This study examines and characterizes Human-AI-Teaming (HAT) coordination dynamics to…
J. M. Sneha, G. S. Nagaraja
Technology developments and network infrastructure improvements, (specifically the world wide web) are providing exciting opportunities for the use of computers in all areas. These developments have fit together with an evolving role for education as more students wish to study at a distance, part-time, or wish to…
Authors not listed
For decades, molecular visualization software has been fundamental to education and research in chemistry, structural biology, and materials science. These tools have enabled the inspection of structures, dynamics, and interactions, yet their reliance on two-dimensional (2D) interfaces imposes persistent limitations.…
Szu Szu Ling, Fabrice Saffre, Deborah L. Gater, Lilia Halim + 1 more
Computer quiz games are introduced to improve teaching and learning in a freshman engineering chemistry course in an English-as-a-Second-Language (ESL) environment. These quiz games are developed and implemented as a supplemental and augmentative tool to enhance traditionally delivered lectures. The paper shows an…
Yafeng Pan, Giacomo Novembre, Bei Song, Yi Zhu + 1 more
Social interactive learning denotes the ability to acquire new information from a conspecific – a prerequisite for cultural evolution and survival. As inspired by recent neurophysiological research, here we tested whether social interactive learning can be augmented by exogenously synchronizing oscillatory brain…
Simon Bennie, Kara Ranaghan, Helen Deeks, Heather Goldsmith + 3 more
The reemergence of virtual reality (VR) in the last few years has led to affordable commodity hardware that can offer new ways to teach, communicate and engage with difficult concepts, especially those which involve complicated 3D motion and spatial manipulation. In a higher education context, these immersive…
Yafeng Pan, Suzanne Dikker, Pavel Goldstein, Yi Zhu + 2 more
The neural mechanisms that support naturalistic learning via effective pedagogical approaches remain elusive. Here we use functional near-infrared spectroscopy to measure brain activity from instructor-learner dyads simultaneously during naturalistic conceptual learning. Results show enhanced brain-to-brain coupling…
Alejandro A. Franco, Emilie Loup-Escande, Goran Loiseaux, Jean-Noël Chotard + 5 more
We present two digital-based serious games aiming to engage students and the general public with battery sciences. The first one is a multiscale simulator in Mixed Reality of a battery-powered Electric Vehicle (EV) interacting with an Electrical Grid. One of the players drives the EV in a Virtual Reality (VR)…
Iulian Vlad Serban, Varun Gupta, Ekaterina Kochmar, Dung D. Vu + 5 more
'Robert Belfer' 'Joëlle Pineau' 'Aaron Courville' 'Laurent Charlin' 'Yoshua Bengio'] Iulian Vlad Serban 1 , Varun Gupta 1 , Ekaterina Kochmar 1 , 2 , Dung D. Vu 1 , 3 , Robert Belfer 1 , Joelle Pineau 4 , 1 , Aaron Courville 4 , 1 , Laurent Charlin 4 , 1 , and Yoshua Bengio 4 , 1
Lucie Denisart, Diana Zapata-Dominguez, Xavier David, Aubin Leclere + 5 more
The manufacturing process of batteries can be complex and time-consuming. We introduce a new version of the digital twin of our lithium ion battery pilot line, Simubat 4.0 Gen-2, based on a new combination of Virtual Reality and Mixed Reality. This digital twin is designed to deliver training on the lithium-ion battery…
Utku Köse
This paper describes a blended learning implementation and experience supported with intelligent learning environments included in a learning management system (LMS) called @KU-UZEM. The blended learning model is realized as a combination of face to face education and e-learning. The intelligent learning environments…
Behnam Faghih, Mohammad Reza Azadehfar, S. D. Katebi
—User interface (UI) is point of interaction between user and computer software. The success and failure of a software application depends on User Interface Design (UID). Possibility of using a software, easily using and learning are issues influenced by UID. The UI is significant in designing of educational software…