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Titlebook: Design, User Experience, and Usability; 12th International C Aaron Marcus,Elizabeth Rosenzweig,Marcelo M. Soare Conference proceedings 2023

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The Attention of Students in the Metaverse: Practical Applicationes of the physical classroom and headed to the virtual field, like the metaverse. Knowing that attention plays a fundamental role in the construction of knowledge, a pilot experiment was carried out with a class of undergraduate design students from the Southern University of Science and Technology
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Interactive Design of Immersive First Aid Skills Teaching Based on Multimedia Devicescording to the WHO report, more than one-third of adults over 25 worldwide have hypertension, putting a lot of people at risk for sudden death from high blood pressure. The prevalence of sudden cardiac death is rising, first aid training is a top priority for many businesses and organizations, and t
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Interactive Video: Application in Narrative Competence Education of 1st to 3rd Grade Primary School es the relationship between interactive videos and interactive movie games, and how they can improve children‘s language proficiency, socialization, and cognitive abilities. The author conducted a study in Taiwan and used Toulmin‘s model of argument and the Oral Narrative Content Dimension for testi
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Optimization Strategy of Guidance Methods of Online Education Information Transmissionkey part of information translation for online education information providers and directly affects the information translation into the receiver, so a more profound discussion and design of guidance methods are needed to optimize the effectiveness of online education information transmission. This
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Multimedia and Multisensory International Learning: Making a Case for Going Beyond the Screen Duringion—or blended learning—that mix face-to-face and online experiences in pre-K through university-level classrooms [.]. Project-based virtual exchanges between students and faculty in different countries spanning multiple time zones have also become more frequent in creative and educational spaces. T
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A Focused Exploration About How Technologically Enhanced Educational Approaches Can Positively Foste how and why technologically enhanced teaching and learning strategies and methods can positively affect the knowledge construction and critical thinking abilities of a wide range of learners, as well as those who teach them. More specifically, this paper will interrogate and examine how technologic
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VR and AR Application in Academia, Overview in the Middle East Universitiesbute to the modelling of buildings and structure in different Departments such as Architecture, Civil-Mechanical-Electrical Engineering, and others. In each of these disciplines the VR and AR have different purposes. However, the overall aim is to assist the students in the learning process of the c
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VPlaytime: Face-to-Face Recess in Virtual Reality Classrooms supporting student self-regulated learning in art and design higher education contexts. The purpose of this paper is to (a) review research that support this claim, (b) conceptualize the connection breaking time, Virtual Reality, and self-regulated learning, and (c) provide a informal learning fram
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