Related papers: Using Virtual Reality in Electrostatics Instructio…
Cybersickness is a serious usability problem in virtual reality. Postural (or balance) instability theory has emerged as one of the major hypotheses for the cause of cybersickness. In this paper, we conducted a two-week-long experiment to…
Background: Spatial reasoning has been identified as a critical skill for success in STEM. Unfortunately, under-represented groups often have lower incoming spatial ability. Courses that improve spatial skills exist but are not widely used.…
This article reports on a case study on teachers' video-enhanced education. Considering the fact that video exemplification is a thriving practice in the field although there is little consensus in the literature regarding its instructional…
Virtual reality (VR) is on the edge of getting a mainstream platform for gaming, education and product design. The feeling of being present in the virtual world is influenced by many factors and even more intriguing a single negative…
Virtual reality (VR) systems have the potential to be an innovation in the field of e-learning. Starting with fully functional e-classes, VR technologies can be used to build entire e-campuses. The power of VR is that it allows for stronger…
Learning is an active process that is deeply tied to physical and social contexts. Yet schools traditionally place learners in a passive role and focus on decontextualizing knowledge. Situating learning in more authentic tasks and contexts…
With the worldwide ravaging of the covid-19 epidemic, the traditional face-to-face education systems have been interrupted frequently. It is demanded to develop high-quality online education modalities. The webcasting based online classroom…
Cognitive training has shown promising results for delivering improvements in human cognition related to attention, problem solving, reading comprehension and information retrieval. However, two frequently cited problems in cognitive…
This study investigates a group of high school students in a physics classroom interacting with a computer simulation that simulates the electrostatic interaction as a hockey game, the Electric Field Hockey. The activity featured in this…
Sedentary behavior is becoming increasingly prevalent in daily work and study environments. VR exergaming has emerged as a promising solution in these places of work and study. However, private spaces in these environments are not easy, and…
Virtual Reality (VR) and Augmented Reality (AR) are emerging as transformative tools in education, offering new possibilities for engagement and immersion. This paper explores their potential in language learning within public education,…
There is inadequate attention to using mobile Augmented Reality (AR) in fitness, despite mobile AR being easy to use, requiring no extra cost, and can be a powerful learning tool. In this work, we present a mobile AR application that can…
This paper presents an investigation into the integration of virtual reality (VR) tours in online English lessons tailored for adult learners. The study utilised a design-based research approach to evaluate the effectiveness of VR tours in…
Augmented Reality (AR) learning games, on average, have been shown to have a positive impact on student learning. However, the exploration of AR learning games in special education settings, where accessibility is a concern, has not been…
This paper is based on the study of existing literature, highlights the current state of the work proposed to implement technically enhanced learning. Technology developments and network infrastructure improvements, specifically the world…
Virtual laboratories are the new online educational trend for communicating to students practical skills of science. In this paper we report on a comparison of techniques for familiarizing distance learning students with a 3D virtual…
The use of Virtual Reality (VR) technologies has been extensively researched in surgical and anatomical education. VR provides a lifelike and interactive environment where healthcare providers can practice and refresh their skills in a safe…
Objective. Evaluate the feasibility of Virtual Reality (VR) wayfinding training with aging adults, and examine the impact of the training on wayfinding performance. Design. Design involved wayfinding tasks in a study with three groups:…
Virtual Reality (VR) exergames can increase engagement in and motivation for physical activities. Most VR exergames focus on the upper body because many VR setups only track the users' heads and hands. To become a serious alternative to…
Engaging with natural environments and representations of nature has been shown to improve mood states and reduce cognitive decline in older adults. The current study evaluated the use of virtual reality (VR) for presenting immersive 360…