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Titlebook: Innovative Technologies and Learning; Third International Tien-Chi Huang,Ting-Ting Wu,Yueh-Min Huang Conference proceedings 2020 Springer

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楼主: 衰退
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Developing the Scale of Technology Product Imagination Dispositionthe development of products in other fields through various tools and applications, including the rise of audio-visual platforms and the popularization of mobile applications. They have made mobile games and mobile payments closer to our daily life. In this way, technology education has been widely
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Development of a VR STEAM Welding Project Course of Universities of Science and Technology. The students of the Electric Welding Course in Universities of Science and Technology were taken as the subjects for the integration of the STEAM education concept, in order to integrate the VR technology into the teaching of the welding course. The Fuzzy
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Enhancing Students’ Learning Outcomes of a STEAM Permutations Course Through a Game Based Visual Prom to conduct a STEAM-oriented mathematics course, the content of which is permutation. In the QRVPG system, learners can perform learning tasks with lower cognitive levels in their personal game copies to understand and construct knowledge, as the level of the game role increases, levels with higher
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A Testing Case of Simulation Learning in Nursing by Virtual Reality - Subcutaneous Injection Training theory. To perform this goal, a VR subcutaneous injection scenario is constructed and used as the skill training sample for the two-year college nursing students to understand their experience during the VR training process. The constructed training system includes completed step by step operation
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Experiential Learning Through Controlling and Monitoring a Real-Time 3D House Using LabVIEW in a Virart of the smart home technology, acquiring and processing of different types of data and controls via the cloud technology. A smart house is a regular house that uses intelligent technology to efficiently gather information for the purpose of monitoring and controlling the home environment (e.g. te
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Students’ Attitude Toward Learning and Practicing English in a VR Environmenty interface, gesture controls, customized educational resources, and hands-on teacher controls. Learners are able to apply and practice their target language. Thus, the purpose of this study was to investigate learners’ attitude and usefulness toward the implementation of VR technique in L2 learning
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