View clinical trials related to Learning, Spatial.
Filter by:The research will be conducted to determine the effect of the interactive learning method on the learning of the movement requirement of nursing students. 192 first-year students enrolled in a nursing faculty in Turkey will form the universe. Students who meet the criteria for inclusion in the research will be randomly assigned to the experimental and control groups according to their academic achievement scores. It is envisaged that the research will be completed with approximately 160 students (80=experiment, 80=control). The data of the research will be collected with the "Descriptive Characteristics Form", "Movement Requirement Knowledge Test", "Case Analysis" and "Student Opinion Evaluation Form for Interactive Learning". Expert opinions are taken on the data collection forms. Necessary revisions will be made accordingly. A case for educational purposes This case example was prepared. This case study will be taught to the control group in the classroom with the traditional method. The same case study will be taught to the experimental group in the classroom with the interactive learning method. The Easytestmaker application will be used in the interactive learning method. The data collection forms will be applied to the groups in the form of pre-application and post-application. At the end of the research data will be analyzed.
Developing movement capabilities and efficiently acquiring and assimilating movement information and knowledge in middle childhood stages is of great importance for performing complex movement structures in later stages of life. Our study is directed to researching the influence of active video games (AVG) on assessment of tennis motor skills and visual capabilities in middle childhood, as a part of two separate sub-researches.
This study aims to compare heart rate variation, cognitive load, and learning outcomes of novel image-based virtual reality with traditional video in learning for otolaryngology. Half of participants will receive image-based virtual reality learning, while the other half will receive video-based learning.