Related papers: Physics Playground: Insights from a Qualitative-Qu…
Locomotion in Virtual Reality (VR) is an important part of VR applications. Many scientists are enriching the community with different variations that enable locomotion in VR. Some of the most promising methods are gesture-based and do not…
This study investigates the effectiveness of a Virtual Reality (VR)-based training program in improving body awareness among children with Attention Deficit Hyperactivity Disorder (ADHD). Utilizing a quasi-experimental design, the research…
Technological advances offer the possibility of using mobile devices to enrich learning environments with multimedia content. Although physical experiments play a key role in science learning, little is known about integrating multimedia…
This paper intends to introduce a game-based 3D Virtual Learning Environment (VLE) to second graders. The impetus arose from the need to make learning in mathematics more effective and interesting through multimedia. Applied in a game, the…
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,…
Appropriate evaluation is a key component in visualization research. It is typically based on empirical studies that assess visualization components or complete systems. While such studies often include the user of the visualization,…
In this paper, we explain the conceptual development of the STAGE Lab Quantum Casino (a.k.a. the STAGE Lab Quantum Arcade), one of the Lab's most recent artistic endeavors about quantum physics. This work consists of a series of card and…
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…
The article clarifies the concept of "virtual information educational environment" (VIEE) and examines the researchers' views on its meaning exposed in the scientific literature. The article determines the didactic potential of the virtual…
Evaluating the scientific discovery capabilities of large language model based agents, particularly how they cope with varying environmental complexity and utilize prior knowledge, requires specialized benchmarks currently lacking in the…
Physics lab courses are an essential part of the physics undergraduate curriculum. Learning goals for these classes often include the ability to interpret measurements and uncertainties. The Physics Measurement Questionnaire (PMQ) is an…
Cybersickness is a drawback of virtual reality (VR), which also affects the cognitive and motor skills of the users. The Simulator Sickness Questionnaire (SSQ), and its variant, the Virtual Reality Sickness Questionnaire (VRSQ) are two…
Across the field of education research there has been an increased focus on the development, critique, and evaluation of statistical methods and data usage due to recently created, very large data sets and machine learning techniques. In…
Research in child development has shown that embodied experience handling physical objects contributes to many cognitive abilities, including visual learning. One characteristic of such experience is that the learner sees the same object…
In this paper, we describe how we transformed our large-enrollment introductory physics sequence for life-science students to a Lecture/Studio format and aligned the physics concepts with authentic biological applications. We have reformed…
Virtual Reality (VR) is rapidly increasing in popularity as a teaching tool. It allows for the creation of a highly immersive, three-dimensional virtual environment intended to simulate real-life environments. With more robots saturating…
Implementation of cognitive apprenticeship in an introductory physics lab group problem solving exercise may be mitigated by epistemic views toward physics of non-physics science majors. Quantitative pre-post data of the Force Concept…
Recent advances in immersive technology have opened new possibilities in sports training, especially for activities requiring precise motor skills, such as tennis. In this paper, we present a virtual reality (VR) tennis training system…
A common approach to solving physical reasoning tasks is to train a value learner on example tasks. A limitation of such an approach is that it requires learning about object dynamics solely from reward values assigned to the final state of…
Forest bathing is a nature immersion practice that reduces stress, restores mental resources, and has a wide variety of use cases in the treatment of mental illnesses. Since many people who need the benefits of forest bathing have little…