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417 results on '"Computer Simulation"'

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1. A Review of Virtual Reality from Primary School Teachers' Perspectives

2. Gather in the Metaverse: Learning Outcomes, Virtual Presence, and Perceptions of High- and Low-Achieving Pre-Service Teachers of English as a Foreign Language

3. 3D Immersive Scaffolding Game for Enhancing Mandarin Learning in Children with ADHD

4. The Bibliometric Analysis of the Augmented Reality Research Carried out with the Experimental Method Published in Scopus between 2012-2022

5. The Effects of Extended Reality Technologies in STEM Education on Students' Learning Response and Performance

6. Comparing the Effects of Physical, Virtual, and Hybrid Labs on Primary School Students' Conceptual Learning of Heat and Temperature

7. Augmented Reality in Education: An Overview of Research Trends

8. Reducing Students' Foreign Language Anxiety to Improve English Vocabulary Learning in an Online Simulation Game

9. Effects of Video Prompting with Augmented Reality on Functional Living Skills of Students with Intellectual and Developmental Disabilities

10. The Effect of the Cyclic Curricular Design of Modelling-Based Instruction with Virtual Labs

11. The Evaluation of a Scaffolding-Based Augmented Reality Educational Board Game with Competition-Oriented and Collaboration-Oriented Mechanisms: Differences Analysis of Learning Effectiveness, Motivation, Flow, and Anxiety

12. Effects of Technology-Enhanced Language Learning on Reducing EFL Learners' Public Speaking Anxiety

13. Effects of AR Picture Books on German Teaching in Universities

14. Trend Analysis of Augmented Reality Studies in Sports Science

15. Franco-Taiwanese Research on Extended Reality Experience

16. A Commercial Off-the-Shelf Immersive Virtual Reality Game: Its Effect on Engineering Students

17. Exploring Multiliteracy of Pre-Service Language Teachers through Spherical Video-Based Virtual Reality

18. Learning with Mobile Augmented Reality- and Automatic Speech Recognition-Based Materials for English Listening and Speaking Skills: Effectiveness and Perceptions of Non-English Major English as a Foreign Language Students

19. Exploration of Augmented Reality in Spatial Abilities Training: A Systematic Literature Review for the Last Decade

20. Negotiation of Meaning via Virtual Exchange in Immersive Virtual Reality Environments

21. Designing an Alternate Reality Board Game with Augmented Reality and Multi-Dimensional Scaffolding for Promoting Spatial and Logical Ability

22. Effects of Virtual Reality on Creative Design Performance and Creative Experiential Learning

23. The Effect of Using Theodolite 3D AR in Teaching Measurement Error on Learning Outcomes and Satisfaction of Civil Engineering Students with Different Spatial Ability

24. Supporting Dyadic Learning of English for Tourism Purposes with Scenery-Based Virtual Reality

25. Real-Time Virtual Reality Co-Creation: Collective Intelligence and Consciousness for Student Engagement and Focused Attention within Online Communities

26. Hands-On Operation with a Rolling Alphabet-AR System Improves English Learning Achievement

27. Enhancing 21st-Century Competencies via Virtual Reality Digital Content Creation

28. Applying Virtual Reality for Learning Woodworking in the Vocational Training of Batch Wood Furniture Production

29. Applying Augmented Reality in a University English Class: Learners' Perceptions of Creativity and Learning Motivation

30. Enabling Spatial Thinking through an Augmented Reality for Teaching Crystal Structure

31. Facilitating EFL Learners' Active Behaviors in Speaking: A Progressive Question Prompt-Based Peer-Tutoring Approach with VR Contexts

32. Using Virtual Reality Technology in Biology Education: Satisfaction & Learning Outcomes of High School Students

33. Facilitating Decision Making in Authentic Contexts: An SVVR-Based Experiential Flipped Learning Approach for Professional Training

34. A Study on Learning Analytics of Using Mobile Augmented Reality Application to Enhance Cultural Competence for Design Cultural Creation in Higher Education

35. Comparing Technology Acceptance of AR-Based and 3D Map-Based Mobile Library Applications: A Multigroup SEM Analysis

36. The Effects of Augmented Reality to Motivation and Performance in EFL Vocabulary Learning

37. Game-Based English Learning

38. A Preliminary Study of the Influence of Game Types on the Learning Interests of Primary School Students in Digital Games

39. The Effects of a Virtual Laboratory and Metacognitive Scaffolding on Students' Data Modeling Competences

40. Virtual Reality in Science Education: A Descriptive Review

41. Exploring the Effects of Guidance in a Computer Detective Game for Science Education

42. A Comparison of a Virtual Lab and a Microcomputer-Based Lab for Scientific Modelling by College Students

43. The Effects of Virtual Reality Infused Instruction on Elementary School Students' English-Speaking Performance, Willingness to Communicate, and Learning Autonomy

44. Effect of Digital Learning Using Augmented Reality with Multidimensional Concept Map in Elementary Science Course

45. Exploring the Effect of Spatial Ability and Learning Achievement on Learning Effect in VR Assisted Learning Environment

46. Influences of Online Synchronous VR Co-Creation on Behavioral Patterns and Motivation in Knowledge Co-Construction

47. Creative Situated Augmented Reality Learning for Astronomy Curricula

48. English for Ecotourism and Its Sustainability with Augmented Reality Technology

49. Effects of Game-Based Instruction on the Results of Primary School Children Taking a Natural Science Course

50. Science and Technology Education: Current Challenges and Possible Solutions. Proceedings of the International Baltic Symposium on Science and Technology Education (BalticSTE2019) (3rd, Šiauliai, Lithuania, June 17-20, 2019)

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