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Search Results (761)

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Keywords = skill acquisition

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13 pages, 2910 KB  
Article
Assessment of the Validity and Reliability of Reaction Speed Measurements Using the Rezzil Player Application in Virtual Reality
by Jacek Polechoński and Agata Horbacz
Multimodal Technol. Interact. 2025, 9(9), 91; https://doi.org/10.3390/mti9090091 - 1 Sep 2025
Viewed by 181
Abstract
Virtual reality (VR) is widely used across various areas of human life. One field where its application is rapidly growing is sport and physical activity (PA). Training applications are being developed that support various sports disciplines, motor skill acquisition, and the development of [...] Read more.
Virtual reality (VR) is widely used across various areas of human life. One field where its application is rapidly growing is sport and physical activity (PA). Training applications are being developed that support various sports disciplines, motor skill acquisition, and the development of motor abilities. Immersive technologies are increasingly being used to assess motor and cognitive capabilities. As such, validation studies of these diagnostic tools are essential. The aim of this study was to estimate the validity and reliability of reaction speed (RS) measurements using the Rezzil Player application (“Reaction” module) in immersive VR compared to results obtained with the SMARTFit device in a real environment (RE). The study involved 43 university students (17 women and 26 men). Both tests required participants to strike light targets on a panel with their hands. Two indicators of response were analyzed in both tests: the number of hits on illuminated targets within a specified time frame and the average RS in response to visual stimuli. Statistically significant and relatively strong correlations were observed between the two measurement methods: number of hits (rS = 0.610; p < 0.001) and average RS (rS = 0.535; p < 0.001). High intraclass correlation coefficients (ICCs) were also found for both test environments: number of hits in VR (ICC = 0.851), average RS in VR (0.844), number of hits in RE (ICC = 0.881), and average RS in RE (0.878). The findings indicate that the Rezzil Player application can be considered a valid and reliable tool for measuring reaction speed in VR. The correlation with conventional methods and the high ICC values attest to the psychometric quality of the tool. Full article
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15 pages, 392 KB  
Article
An Educational Conceptual Framework for Reducing Epilepsy-Related Stigma in Primary Schools of Limpopo and Mpumalanga Province, South Africa
by Thendo Gertie Makhado and Rachel Tsakani Lebese
Disabilities 2025, 5(3), 74; https://doi.org/10.3390/disabilities5030074 - 26 Aug 2025
Viewed by 508
Abstract
Education about epilepsy plays a vital role in reducing stigma, improving seizure response, and preventing school dropout among affected learners. Despite this importance, there is a lack of a structured conceptual framework guiding epilepsy education in primary schools, where children’s foundational learning and [...] Read more.
Education about epilepsy plays a vital role in reducing stigma, improving seizure response, and preventing school dropout among affected learners. Despite this importance, there is a lack of a structured conceptual framework guiding epilepsy education in primary schools, where children’s foundational learning and social development take place. This study aims to develop a conceptual framework that integrates epilepsy education into the life skills curriculum to reduce epilepsy-related stigma from an early age. A qualitative multi-methods approach was employed during the empirical phase, which was conducted in two stages using an exploratory–descriptive design. Data were collected from teachers, life skills education advisors (LEAs), and learners to explore their views on incorporating epilepsy education into the life skills curriculum of primary schools. The findings informed the development of a conceptual framework guided by the Three-Legged Stool Model and Dickoff’s Practice-Oriented Theory. This educational framework is tailored for primary school settings and highlights the roles of learners and teachers in promoting self-esteem through knowledge acquisition, value formation, and skill development, all underpinned by the Ubuntu philosophy. Full article
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34 pages, 5592 KB  
Article
At School … with and Without a Computer: The Importance of ICT in the School of the Future
by Ricardo Dias, Abílio Oliveira and Mónica Cruz
Appl. Sci. 2025, 15(17), 9309; https://doi.org/10.3390/app15179309 - 25 Aug 2025
Viewed by 446
Abstract
We live in a globalised, knowledge-hungry society in which the immediacy of information is increasingly a necessity that has become a reality even in the most remote places. This article aims to reflect on the importance of Information and Communication Technologies (ICT) in [...] Read more.
We live in a globalised, knowledge-hungry society in which the immediacy of information is increasingly a necessity that has become a reality even in the most remote places. This article aims to reflect on the importance of Information and Communication Technologies (ICT) in education, emphasising the need for skills and literacies in a globalised society. The school must provide tools that enable the acquisition of these competences, but the lack of continuous teacher training and adequate resources limits the effective use of these technologies in the classroom. The main research question concerns teachers’ perceptions of ICT, the most widely adopted technologies, and their impact on their daily lives. To answer the research question, we defined the main objectives as understanding teachers’ perceptions of ICT and identifying the technologies most used in teaching, highlighting how they can transform the learning process and improve the results of students, especially those with the most difficulties. The aim of this work is to find out how teachers perceive the use of ICT and, at the same time, to demonstrate that its use in the classroom enhances the teaching–learning process, making it more relevant, effective, and in line with the demands of the contemporary world. Full article
(This article belongs to the Section Computing and Artificial Intelligence)
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18 pages, 3987 KB  
Article
Interactive Application with Virtual Reality and Artificial Intelligence for Improving Pronunciation in English Learning
by Gustavo Caiza, Carlos Villafuerte and Adriana Guanuche
Appl. Sci. 2025, 15(17), 9270; https://doi.org/10.3390/app15179270 - 23 Aug 2025
Viewed by 619
Abstract
Technological advances have enabled the development of innovative educational tools, particularly those aimed at supporting English as a Second Language (ESL) learning, with a specific focus on oral skills. However, pronunciation remains a significant challenge due to the limited availability of personalized learning [...] Read more.
Technological advances have enabled the development of innovative educational tools, particularly those aimed at supporting English as a Second Language (ESL) learning, with a specific focus on oral skills. However, pronunciation remains a significant challenge due to the limited availability of personalized learning opportunities that offer immediate feedback and contextualized practice. In this context, the present research proposes the design, implementation, and validation of an immersive application that leverages virtual reality (VR) and artificial intelligence (AI) to enhance English pronunciation. The proposed system integrates a 3D interactive environment developed in Unity, voice classification models trained using Teachable Machine, and real-time communication with Firebase, allowing users to practice and assess their pronunciation in a simulated library-like virtual setting. Through its integrated AI module, the application can analyze the pronunciation of each word in real time, detecting correct and incorrect utterances, and then providing immediate feedback to help users identify and correct their mistakes. The virtual environment was designed to be a welcoming and user-friendly, promoting active engagement with the learning process. The application’s distributed architecture enables automated feedback generation via data flow between the cloud-based AI, the database, and the visualization interface. Results demonstrate that using 400 samples per class and a confidence threshold of 99.99% for training the AI model effectively eliminated false positives, significantly increasing system accuracy and providing users with more reliable feedback. This directly contributes to enhanced learner autonomy and improved ESL acquisition outcomes. Furthermore, user surveys conducted to understand their perceptions of the application’s usefulness as a support tool for English learning yielded an average acceptance rate of 93%. This reflects the acceptance of these immersive technologies in educational contexts, as the combination of these technologies offers a realistic and user-friendly simulation environment, in addition to detailed word analysis, facilitating self-assessment and independent learning among students. Full article
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12 pages, 637 KB  
Proceeding Paper
Enhancing Cognitive and Metacognitive Domains of Autistic Children Using Machine Learning
by Dilmi Tharaki, Yashika Rupasinghe, Piyathma Ruhunage, Ama Pehesarani and Samadhi Chathuranga Rathnayake
Eng. Proc. 2025, 107(1), 9; https://doi.org/10.3390/engproc2025107009 - 21 Aug 2025
Viewed by 943
Abstract
ASD poses special difficulty in both cognitive and metacognitive development, necessitating specialized educational strategies. This research proposes LearnMate, a web-based application powered by machine learning techniques that aims to improve the abilities of children with autism. Utilizing classification models learned from medical data, [...] Read more.
ASD poses special difficulty in both cognitive and metacognitive development, necessitating specialized educational strategies. This research proposes LearnMate, a web-based application powered by machine learning techniques that aims to improve the abilities of children with autism. Utilizing classification models learned from medical data, LearnMate forecasts skill acquisition and suggests personalized learning activities according to the strengths and developmental requirements of the child. The system permits instructors to monitor progress through real-time feedback, enabling adaptive learning approaches. Pilot application to more than 100 children showed significant gains in their skills. The results demonstrate the immense potential for change through machine learning in special education to facilitate data-driven, personalized learning opportunities that enhance the capabilities of both autistic students and teachers. Full article
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33 pages, 2089 KB  
Review
Virtual Reality in Speech Therapy Students’ Training: A Scoping Review
by Flavia Gentile, Mascha Wanke, Wolfgang Mueller and Evi Hochuli
Virtual Worlds 2025, 4(3), 37; https://doi.org/10.3390/virtualworlds4030037 - 21 Aug 2025
Viewed by 498
Abstract
Virtual Reality (VR) is a useful educational tool in healthcare, allowing students to practise and improve practical skills. In speech therapy (ST), the need to revise academic curricula to adapt them to university contexts and integrate them into advanced clinical practices has highlighted [...] Read more.
Virtual Reality (VR) is a useful educational tool in healthcare, allowing students to practise and improve practical skills. In speech therapy (ST), the need to revise academic curricula to adapt them to university contexts and integrate them into advanced clinical practices has highlighted the need to analyse the use of VR in this sector. The objective of this scoping review was to investigate whether research has considered using VR to support ST students’ training and highlight potential gaps in the literature. The study followed the JBI methodology for scoping reviews and was reported according to PRISMA-ScR guidelines. A protocol to conduct the current review was developed and registered on the Open Science Framework. The articles considered were retrieved from databases specialising in healthcare, computer science, and education, and were enhanced by results found with the help of AI-based tools. No constraints were applied and all study types were considered. Fourteen studies were included in the review and analysed under four core subjects: VR technology, ST context, training purposes, and main outcomes and assessment methods. The VR types identified in the studies were grouped into four categories, i.e., non-immersive VR (6/14, 42.9%), immersive VR (5/14, 35.7%), non-specified VR type (2/14, 14.3%), and semi-immersive VR (1/14, 7.1%). Most studies (5/14, 35.7%) focused on clinical skills acquisition, others addressed communication and interpersonal collaborative skills (3/14, 21.4%), while the remaining focused on person-centred care and awareness, clinical interviewing or reasoning skills, and performance knowledge (2/14 each, 14.3%). VR is still in its early stages in ST education. Some recent studies suggest VR supports students’ communication, interdisciplinary, and clinical skills. Although still limited in the context of ST education, the increasing affordability and ease of development of VR, along with its growing use in other healthcare fields, suggest that its underuse might be due to institutional barriers and lack of standardised frameworks. Overall, the findings suggest that VR offers promising support for experiential and skills-based learning. Full article
(This article belongs to the Special Issue Empowering Health Education: Digital Transformation Frontiers for All)
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26 pages, 1184 KB  
Article
Preparing for Multilingual Classrooms in Ireland: What Do Student Teachers Need to Know?
by Fíodhna Gardiner-Hyland and Melanie van den Hoven
Educ. Sci. 2025, 15(8), 1074; https://doi.org/10.3390/educsci15081074 - 20 Aug 2025
Viewed by 419
Abstract
Ireland, historically a country of emigration, has transformed into a hub of immigration. Today, over 200 languages are spoken among its 5.25 million residents, with approximately 750,000 individuals speaking a language other than English or Irish at home. This growing linguistic diversity is [...] Read more.
Ireland, historically a country of emigration, has transformed into a hub of immigration. Today, over 200 languages are spoken among its 5.25 million residents, with approximately 750,000 individuals speaking a language other than English or Irish at home. This growing linguistic diversity is increasingly reflected in Irish primary classrooms, where teachers are called upon to support students from a wide range of linguistic and cultural backgrounds). In response, Teaching English as an Additional Language (EAL) modules have expanded across initial teacher education (ITE) programs in Ireland. This study examines over two decades of teacher development initiatives, tracing a shift from an earlier bilingual model—where multilingualism was viewed primarily as second language acquisition—to a more expansive, European-informed vision of plurilingualism. Drawing on recommendations for reflexive, linguistically and culturally responsive education, this research adopts an insider/outsider discursive case study approach to explore student teachers’ preparedness to support multilingual learners in Irish primary schools. Conducted through a collaboration between an Irish teacher educator/module coordinator and an intercultural education specialist, this study employs reflexive thematic analysis) of student teachers’ self-reports from a twelve-week elective module on linguistic and cultural diversity within a Primary Bachelor of Education program. Data were drawn from surveys (n = 35) across three module iterations in 2019, 2021, and 2023. Findings indicate student teachers’ growing awareness of language teaching strategies and resources, developing positive orientations toward inclusive and plurilingual pedagogy, and emerging skills in professional collaboration. However, areas for further development include strengthening agency in navigating real-world multilingual teaching scenarios and embedding deeper reflexivity around linguistic identities, integrating students’ home language and intercultural learning. The paper concludes with recommendations to expand access to language teaching resources for diverse student profiles and support collaborative, shared EAL leadership through professional learning communities as part of teacher education reform. Full article
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14 pages, 908 KB  
Brief Report
How Metaphorical Instructions Influence Children’s Motor Learning and Memory in Online Settings
by Weiqi Zheng and Xinyun Liu
Behav. Sci. 2025, 15(8), 1132; https://doi.org/10.3390/bs15081132 - 20 Aug 2025
Viewed by 383
Abstract
Metaphorical instructions are widely used in motor skill learning, yet their impact on learning and memory processes in children remains underexplored. This study examined whether metaphor-based language could enhance children’s acquisition and recall of body posture-related motor skills in an online learning environment. [...] Read more.
Metaphorical instructions are widely used in motor skill learning, yet their impact on learning and memory processes in children remains underexplored. This study examined whether metaphor-based language could enhance children’s acquisition and recall of body posture-related motor skills in an online learning environment. Forty-eight children aged 7 to 9 were randomly assigned to receive either metaphorical or explicit verbal instructions while learning 15 gymnastic postures demonstrated through static images. Following the learning phase, participants completed a free recall task, in which they reproduced the learned postures without cues, and a recognition task involving the identification of previously learned postures. Results indicated that children in the metaphor group recalled significantly more postures than those in the explicit group, with no reduction in movement quality. However, no group differences were observed in recognition accuracy or discrimination sensitivity. These findings suggest that metaphorical instructions may enhance children’s ability to retrieve self-generated motor representations but offer limited advantage when external cues are available. The study provides evidence for the value of metaphor-based strategies in supporting immediate motor memory in digital, child-focused learning settings and highlights the potential task-dependency of instructional language effects on memory outcomes. Full article
(This article belongs to the Special Issue Physical and Motor Development in Children)
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13 pages, 282 KB  
Article
Professional Teaching Competence Perceived by Portuguese Students of Physical Activity and Sports Sciences in Gymnastic Disciplines
by M.ª Alejandra Ávalos-Ramos, Joel André Moura de Oliveira, Nuria Molina-García and Lilyan Vega-Ramírez
Educ. Sci. 2025, 15(8), 1056; https://doi.org/10.3390/educsci15081056 - 18 Aug 2025
Viewed by 347
Abstract
Adequate initial training should ensure that future physical activity and sports sciences (PASS) professionals acquire skills that include not only in-depth knowledge of the content to be taught but also an understanding of the most effective teaching strategies for its transmission. The objective [...] Read more.
Adequate initial training should ensure that future physical activity and sports sciences (PASS) professionals acquire skills that include not only in-depth knowledge of the content to be taught but also an understanding of the most effective teaching strategies for its transmission. The objective of this descriptive, exploratory, and quantitative study was to analyze the degree of acquisition of gymnastics teaching competencies of 107 future Portuguese PASS professionals, according to gender and training course. The research instrument was the Physical Education Teaching Competence Perception Scale, adapted to the gymnastics context. The main results showed that Portuguese students perceived themselves as having acquired medium levels of teaching competencies for gymnastics across all the dimensions analyzed, and feeling less competent in adapting curricular specifications. Regarding gender and training year, female students perceived themselves as more competent in the dimension related to the ability to use gymnastics content as teaching tools, with a significant difference. First-year students perceived a higher level of competence compared to their second- and third-year peers. Therefore, there is a need for more contextualized and reflective initial training, incorporating experiential learning modules that simulate real scenarios for adapting the gymnastics classroom. Full article
(This article belongs to the Special Issue Exploring Teaching and Learning in Physical Education and Sport)
10 pages, 1572 KB  
Data Descriptor
Simultaneous EEG-fNIRS Data on Learning Capability via Implicit Learning Induced by Cognitive Tasks
by Chayapol Chaiyanan, Thanate Angsuwatanakul, Keiji Iramina and Boonserm Kaewkamnerdpong
Data 2025, 10(8), 131; https://doi.org/10.3390/data10080131 - 18 Aug 2025
Viewed by 443
Abstract
The development of real-time learning assessment tools is hindered by an incomplete understanding of the underlying neural mechanisms. To address this gap, this study aimed to identify the specific neural correlates of implicit learning, a foundational process crucial for skill acquisition. We collected [...] Read more.
The development of real-time learning assessment tools is hindered by an incomplete understanding of the underlying neural mechanisms. To address this gap, this study aimed to identify the specific neural correlates of implicit learning, a foundational process crucial for skill acquisition. We collected simultaneous electroencephalography and functional near-infrared spectroscopy data from thirty healthy adults (ages 21–29) performing a serial reaction time task designed to induce implicit learning. By capturing both electrophysiological and hemodynamic responses concurrently at shared locations, this dataset offers a unique opportunity to investigate neurovascular coupling during implicit learning and gain deeper insights into the neural mechanisms of learning. The dataset is categorized into two groups: participants who demonstrated implicit learning (based on post-experiment interviews) and those who did not. This dataset enables the identification of prominent brain regions, features, and temporal patterns associated with successful implicit learning. This identification will form the basis for future real-time learning assessment tools. Full article
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32 pages, 7175 KB  
Article
VisFactory: Adaptive Multimodal Digital Twin with Integrated Visual-Haptic-Auditory Analytics for Industry 4.0 Engineering Education
by Tsung-Ching Lin, Cheng-Nan Chiu, Po-Tong Wang and Li-Der Fang
Multimedia 2025, 1(1), 3; https://doi.org/10.3390/multimedia1010003 - 18 Aug 2025
Viewed by 508
Abstract
Industry 4.0 has intensified the skills gap in industrial automation education, with graduates requiring extended on boarding periods and supplementary training investments averaging USD 11,500 per engineer. This paper introduces VisFactory, a multimedia learning system that extends the cognitive theory of multimedia learning [...] Read more.
Industry 4.0 has intensified the skills gap in industrial automation education, with graduates requiring extended on boarding periods and supplementary training investments averaging USD 11,500 per engineer. This paper introduces VisFactory, a multimedia learning system that extends the cognitive theory of multimedia learning by incorporating haptic feedback as a third processing channel alongside visual and auditory modalities. The system integrates a digital twin architecture with ultra-low latency synchronization (12.3 ms) across all sensory channels, a dynamic feedback orchestration algorithm that distributes information optimally across modalities, and a tripartite student model that continuously calibrates instruction parameters. We evaluated the system through a controlled experiment with 127 engineering students randomly assigned to experimental and control groups, with assessments conducted immediately and at three-month and six-month intervals. VisFactory significantly enhanced learning outcomes across multiple dimensions: 37% reduction in time to mastery (t(125) = 11.83, p < 0.001, d = 2.11), skill acquisition increased from 28% to 85% (ηp2=0.54), and 28% higher knowledge retention after six months. The multimodal approach demonstrated differential effectiveness across learning tasks, with haptic feedback providing the most significant benefit for procedural skills (52% error reduction) and visual–auditory integration proving most effective for conceptual understanding (49% improvement). The adaptive modality orchestration reduced cognitive load by 43% compared to unimodal interfaces. This research advances multimedia learning theory by validating tri-modal integration effectiveness and establishing quantitative benchmarks for sensory channel synchronization. The findings provide a theoretical framework and implementation guidelines for optimizing multimedia learning environments for complex skill development in technical domains. Full article
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16 pages, 571 KB  
Article
Boosted Genomic Literacy in Nursing Students via Standardized-Patient Clinical Simulation: A Mixed-Methods Study
by Daniel Garcia-Gutiérrez, Estel·la Ramírez-Baraldes, Maria Orera, Verónica Seidel, Carmen Martínez and Cristina García-Salido
Nurs. Rep. 2025, 15(8), 297; https://doi.org/10.3390/nursrep15080297 - 13 Aug 2025
Viewed by 445
Abstract
Background: Genomic information is becoming integral to nursing practice, yet undergraduate curricula often provide limited opportunities to apply this knowledge in realistic settings. Objective: To evaluate the impact of a clinical simulation-based intervention on nursing students’ learning of genetic counseling, with [...] Read more.
Background: Genomic information is becoming integral to nursing practice, yet undergraduate curricula often provide limited opportunities to apply this knowledge in realistic settings. Objective: To evaluate the impact of a clinical simulation-based intervention on nursing students’ learning of genetic counseling, with a focus on knowledge acquisition, communication skills, and student satisfaction. Methods: A sequential mixed-methods study was conducted with 30 third-year nursing students enrolled in the elective Genetics Applied to Health Sciences. Quantitative data comprised (i) pre-/post-simulation knowledge tests, (ii) a satisfaction questionnaire, and (iii) final course grades, which were compared with grades of a cohort from the previous academic year that had no simulation component (n = 28). Qualitative insights were gathered through field notes and semi-structured interviews with six purposively selected participants. During the intervention each student rotated through the roles of genetic-counseling nurse, patient, and observer, followed by a facilitated debriefing. Results: Post-simulation knowledge scores and final course grades were significantly higher than both baseline values and the historical comparison cohort. Students reported very high satisfaction, highlighting the authenticity of the scenarios and the usefulness of immediate feedback. Qualitative analysis showed that role rotation fostered deeper understanding of counseling complexities, improved empathic communication, and bolstered self-confidence when discussing hereditary risk. Conclusions: Embedding standardized-patient simulation into undergraduate genetics courses measurably improves students’ knowledge, communication proficiency, and satisfaction. These findings support incorporating similar simulation-based learning activities to bridge the gap between theoretical genetics content and real-world nursing practice. Full article
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19 pages, 1752 KB  
Systematic Review
Virtual Reality in Engineering Education: A Scoping Review
by Georgios Lampropoulos, Pablo Fernández-Arias, Antonio de Bosque and Diego Vergara
Educ. Sci. 2025, 15(8), 1027; https://doi.org/10.3390/educsci15081027 - 11 Aug 2025
Viewed by 841
Abstract
The aim of this study is to explore the role of virtual reality in engineering education. Specifically, it analyzed 342 studies that were published during 2010–2025 following a systematic approach. It examined how virtual reality is used in engineering education, explored the document [...] Read more.
The aim of this study is to explore the role of virtual reality in engineering education. Specifically, it analyzed 342 studies that were published during 2010–2025 following a systematic approach. It examined how virtual reality is used in engineering education, explored the document main characteristics, and identified emerging topics. The study also revealed existing limitations and suggested future research directions. According to the outcomes, the following six topics emerged: (i) Immersive technologies in engineering education, (ii) Virtual laboratories, (iii) Immersive and realistic simulations, (iv) Hands-on activities and practical skills development, (v) Engineering drawing, design, and visualization, and (vi) Social and collaborative learning. Virtual reality was proven to be an effective educational tool which supports engineering education and complements existing learning practices. Using virtual reality, students can apply their theoretical knowledge and practice their skills within low-risk, safe, and secure learning environments characterized by high immersion and interactivity. Virtual reality through the creation of virtual laboratories can also effectively support social, collaborative, and experiential learning and improve students’ academic performance, engagement, interaction, and motivation. Learning using virtual reality can also enhance students’ knowledge acquisition, retention, and understanding. Improvements on students’ design, planning, and implementation skills and decision making, problem-solving skills, and visual analytic skills were also observed. Finally, when compared to physical laboratories, virtual reality learning environments offered lower costs, reduced infrastructure requirements, less maintenance, and greater flexibility and scalability. Full article
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19 pages, 3977 KB  
Article
Accelerating Surgical Skill Acquisition by Using Multi-View Bullet-Time Video Generation
by Yinghao Wang, Chun Xie, Koichiro Kumano, Daichi Kitaguchi, Shinji Hashimoto, Tatsuya Oda and Itaru Kitahara
Appl. Sci. 2025, 15(16), 8830; https://doi.org/10.3390/app15168830 - 10 Aug 2025
Viewed by 531
Abstract
Surgical education and training have seen significant advancements with the integration of innovative technologies. This paper presents a novel approach to surgical education using a multi-view capturing system and bullet-time generation techniques to enhance the learning experience for aspiring surgeons. The proposed system [...] Read more.
Surgical education and training have seen significant advancements with the integration of innovative technologies. This paper presents a novel approach to surgical education using a multi-view capturing system and bullet-time generation techniques to enhance the learning experience for aspiring surgeons. The proposed system leverages an array of synchronized cameras strategically positioned around a surgical simulation environment, enabling the capture of surgical procedures from multiple angles simultaneously. The captured multi-view data is then processed using advanced computer vision and image processing algorithms to create a “bullet-time” effect, similar to the iconic scenes from The Matrix movie, allowing educators and trainees to manipulate time and view the surgical procedure from any desired perspective. In this paper, we propose the technical aspects of the multi-view capturing system, the bullet-time generation process, and the integration of these technologies into surgical education programs. We also discuss the potential applications in various surgical specialties and the benefits of utilizing this system for both novice and experienced surgeons. Finally, we present preliminary results from pilot studies and user feedback, highlighting the promising potential of this innovative approach to revolutionize surgical education and training. Full article
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26 pages, 1484 KB  
Article
Digital Twin-Enhanced Programming Education: An Empirical Study on Learning Engagement and Skill Acquisition
by Ming Lu and Zhongyi Hu
Computers 2025, 14(8), 322; https://doi.org/10.3390/computers14080322 - 8 Aug 2025
Viewed by 711
Abstract
As an introductory core course in computer science and related fields, “Fundamentals of Programming” has always faced many challenges in stimulating students’ interest in learning and cultivating their practical coding abilities. The traditional teaching model often fails to effectively connect theoretical knowledge with [...] Read more.
As an introductory core course in computer science and related fields, “Fundamentals of Programming” has always faced many challenges in stimulating students’ interest in learning and cultivating their practical coding abilities. The traditional teaching model often fails to effectively connect theoretical knowledge with practical applications, resulting in a low retention rate of students’ learning and a weak ability to solve practical problems. Digital twin (DT) technology offers a novel approach to addressing these challenges by creating dynamic, virtual replicas of physical systems with real-time, interactive capabilities. This study explores DT integration in programming teaching and its impact on learning engagement (behavioral, cognitive, emotional) and skill acquisition (syntax, algorithm design, debugging). A quasi-experimental design was employed to study 135 first-year undergraduate students, divided into an experimental group (n = 90) using a DT-based learning environment and a control group (n = 45) receiving traditional instruction. Quantitative data analysis was conducted on participation surveys, planning evaluations, and qualitative feedback. The results showed that, compared with the control group, the DT group exhibited a higher level of sustained participation (p < 0.01) and achieved better results in actual coding tasks (p < 0.05). Students with limited coding experience showed the most significant progress in algorithmic thinking. The findings highlight that digital twin technology significantly enhances engagement and skill acquisition in introductory programming, particularly benefiting novice learners through immersive, theory-aligned experiences. This study establishes a new paradigm for introductory programming education by addressing two critical gaps in digital twin applications: (1) differential effects on students with varying prior knowledge (engagement/skill acquisition) and (2) pedagogical mechanisms in conceptual visualization and authentic context creation. Full article
(This article belongs to the Special Issue Future Trends in Computer Programming Education)
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