17 research outputs found

    Sensorimotor learning in immersive virtual reality: A scoping literature review

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    The benefits and drawbacks of using immersive virtual reality (IVR) for learning are increasingly being explored, with growing evidence that a major contributor to IVR learning benefits are the sensorimotor-based affordances of the technology. However, to our knowledge, there have been no reviews of sensorimotor-based IVR learning studies for academic or cognitive learning. In order to provide an overview of the field, we present a scoping review based on a comprehensive search that identified 14 documents reporting on experimental sensorimotor-focused learning studies. The review found universally positive learning outcomes for sensorimotor-led approaches across a variety of topics and approaches, although noted multiple areas of difference and potential issues across studies, including differing measures for learning success, potential common confounding factors, a lack of longitudinal investigations, a lack of a common methods for surveying sensorimotor engagement in IVR, and a disconnect between researchers in this area

    Determinants of the effectiveness of using renewable resource management-based simulations in the development of critical thinking: an application of the experiential learning theory

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    The twenty-first century’s society experiences new challenges in being immersed in a new paradigm of the educational system. Higher education institutions should train professionals so that they are able to experience real situations in order to encourage reflection on affective, aesthetic, and ethical dimensions of these people in their relations with the natural and sociocultural environment. Learning strategies must allow the acquisition of creative, active, and applied knowledge as well as the development of critical thinking. According to the experiential learning theory, to achieve this, higher education should use student-centered interactive and collaborative teaching methodologies and focus studies on the skills that graduates must have, promoting student know-how, initiative, and autonomous learning. Business simulations are instruments that fulfil the above characteristics, facilitating learning. The objective of this research was to provide a model that identifies the determining factors (simulation’s realism and structure, perceived usefulness, and students’ learning motivation) in the effectiveness of using these tools to develop critical thinking focused on sustainability. Three hundred and twenty-six surveys completed by undergraduate students were obtained, which used a structural equation model (SEM) to analyze the influence of realism, simulation structure, perceived usefulness, and students’ motivations to develop critical thinking. The outcomes according to the experiential learning theory showed that the game’s realism lets students perceive its usefulness and, together with an adequate simulation structure, determines the students’ learning motivations by developing critical thinking

    Undergraduate Calendar 1998-1999

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    Cooperative Thinking: analyzing a new framework for software engineering education

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    Computational Thinking (CT) and Agile Values (AV) focus respectively on the individual capability to think algorithmically, and on the principles of collaborative software development. Although these two dimensions of software engineering education complement each other, very few studies explored their interaction. In this paper we use an exploratory Structural Equation Modeling technique to introduce and analyze Cooperative Thinking (CooT), a model of team-based computational problem solving. We ground our model on the existing literature and validate it through Partial Least Square modeling. Cooperative Thinking is new competence which aim is to support cooperative problem solving of technical contents suitable to deal with complex software engineering problems. This article suggests to tackle the CooT construct as an education goal, to train students of software development to improve both their individual and teaming performances

    Understanding the distinctions in, and impacts of, hand-based sensorimotor interaction in immersive virtual reality; via second language learning

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    It is widely accepted that immersive virtual reality (IVR) depends on head-based sensorimotor interaction, and the implications and impacts of this interaction are well-explored. However, an additional sensorimotor interaction found in many contemporary IVR experiences, hand-based sensorimotor interaction (HBSI), has received far less attention. This is a notable gap in literature, as in the physical world, HBSI is strongly linked with cognition and cognitive out comes; and is particularly linked with second language learning. This thesis explores HBSI in IVR by examining whether different implementations of HBSI impact cognitive outcomes; and whether cognitive outcomes from HBSI in IVR are congruent with HBSI in the physical world. These findings are also used to comment on how users cognitively perceive the sensorimotor actions they take in virtual environments, as well as on theories of embodied cognition

    2022-2023 Catalog

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    The 2022-2023 Governors State University Undergraduate and Graduate Catalog is a comprehensive listing of current information regarding:Degree RequirementsCourse OfferingsUndergraduate and Graduate Rules and Regulation

    2023-2024 Catalog

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    The 2023-2024 Governors State University Undergraduate and Graduate Catalog is a comprehensive listing of current information regarding:Degree RequirementsCourse OfferingsUndergraduate and Graduate Rules and Regulation

    High performance computing and communications: FY 1995 implementation plan

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    The influence of Gesture-Based Learning System (GBLS) on learning outcomes

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    The effectiveness of Gesture-Based Learning System (GBLS) has been reported in some recent studies. However, not many of those studies have investigated on how GBLS mode influences the learning outcomes. The aim of this study therefore focuses on investigating how GBLS mode impacts the learning outcomes. The findings of this study revealed that GBLS's features positively affect the students' intrinsic motivation. Consequently, the increase in the intrinsic motivation leads to improving the learning outcomes; this study also showed that GBLS's features indirectly influence the learning outcomes via intrinsic motivation. In other words, this study found that the GBLS's features (interactivity and multimodality) create an instructional learning environment that positively influences the students' intrinsic motivation. The increase of the students' positive intrinsic motivation led to enhancing the learning achievements of students

    High performance computing and communications: FY 1996 implementation plan

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