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Furkan Kalyoncu; Hasan Karal – Education and Information Technologies, 2025
The aim of this study is to design and develop an augmented reality based mobile application (HardwARe teaching material) based on the "Computer Systems" subject outcomes in the 5th grade curriculum. In the design and development phase of the HardwARe teaching material, the design-based research (DBR) method, which is frequently…
Descriptors: Computer Simulation, Technology Uses in Education, Design, Material Development
Chen-Chung Liu; Yen-Yu Lin; Fang-ying Lo; Chia-Hui Chang; Hung-Ming Lin – Education and Information Technologies, 2025
Fostering English reading interest and engagement among young learners in non-native settings demands innovative strategies. Previous studies emphasized the role of teachers in enhancing reading interest, for example, through dialogic reading due to its interactive nature. However, this approach is challenging to implement on a large scale.…
Descriptors: Learner Engagement, Gamification, Computer Simulation, Reading Interests
Yu-Ting Chen; Xin-Xiang Wang; Ming Li; Mutlu Cukurova; Morris Siu-Yung Jong – Education and Information Technologies, 2025
Augmented reality (AR) has been regarded as a useful tool in writing education, with the goal of enhancing students' learning. However, questions still exist about the consistency of student motivation and their writing performance when participating in educational activities driven by AR. This study focused on AR-based writing courses, employing…
Descriptors: Computer Simulation, Simulated Environment, Physical Environment, Synthesis
Fatma Nur Özdemir; Hilal Karabulut; I. Afsin Kariper – Journal of Educational Research, 2025
This study was conducted in the laboratory and Metaverse environment with "Acids-Bases," a science subject related to the Metaverse, one of today's technologies. In line with the purpose of the research, the embedded design of the mixed research method, which combined quantitative and qualitative research methods, was used. The…
Descriptors: Secondary School Students, Grade 8, Science Laboratories, Student Experience
Tao Xie; Hanyu Zhang; Yunong Yang – Education and Information Technologies, 2025
A significant body of research has focused on the impact of immersive virtual reality (IVR) on vocabulary retention, but little is known about how to integrate language learning theories in IVR-mediated vocabulary learning. This study aims to examine the effect of IVR that integrate input processing model on vocabulary retention for elementary…
Descriptors: Computer Simulation, Linguistic Input, Models, Second Language Learning
Hsiu-Ling Chen; Abebayehu Yohannes; Ning-Li Hung – British Journal of Educational Technology, 2025
The escape room game is an example of digital game-based learning that has become a popular learning tool in recent years. However, not enough is known about enthusiasm for and promising reports of the use of escape rooms in education. The purpose of this study was to investigate the effects of escape room game-based civics education on eighth…
Descriptors: Game Based Learning, Computer Games, Computer Simulation, Video Games
Shuhui Li; Xinyue Jiao; Su Cai; Yihua Shen – British Journal of Educational Technology, 2025
This design-based research project explored how various design features of AR-based learning environments (ARLE) influence students' mathematics self-efficacy and learning of kinematics. Specifically, five ARLEs with different design features were developed and implemented with 136 seventh-grade students in two rounds. Data were gathered from pre-…
Descriptors: Computer Simulation, Mathematics Instruction, Self Efficacy, Mathematical Concepts
Gonzalo Lorenzo Lledó – Digital Education Review, 2025
Technology is the most widely used tool in daily life activities in today's society. This is primarily due to its accessibility for all types of users and its ability to quickly respond to problems that arise in everyday tasks. Its widespread use is extending into various fields of knowledge, including education. Within this domain, the use of…
Descriptors: Play, Skill Development, Autism Spectrum Disorders, Students with Disabilities
Zuowei Wang; Tenaha O'Reilly; Michael Flor; Beata Beigman Klebanov; Kelly Bruce – Reading Research Quarterly, 2025
With only about a third of students in US public schools achieving the NAEP Proficient level, many educators believe students are not getting enough reading practice. However, how much reading practice is enough? This study quantifies the relationship between the amount of book reading and the expected number of words learned. We collected 45…
Descriptors: Novels, Childrens Literature, Reading Achievement, Recreational Reading
Zhong Zhengtao; Riyan Hidayat – Mathematics Teaching Research Journal, 2025
Incorporating technology into educational processes is increasingly necessary to address the complexities of contemporary learning environments. This study investigates the impact of Augmented Reality (AR) on the academic performance of third-grade students in the areas of graphs and geometry. A quasi-experimental design was employed, comparing a…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Mathematics Achievement
Orakarn Laoharutanun; Noawanit Songkram; Danupol Hoonsopon – Journal of Information Technology Education: Research, 2025
Aim/Purpose: The study investigated how immersive learning environments could be used to encourage student engagement and reuse intentions by integrating desktop augmented reality (AR) into the classroom among primary school students. Background: This paper addresses the potential applications of immersive technology for younger learners and…
Descriptors: Foreign Countries, Computer Simulation, Elementary School Students, Computer Uses in Education
Yimiao Yan; Yibin Zheng; Xindong Ye – Education and Information Technologies, 2025
As an effective teaching method, digital storytelling has gained significant prominence in the field of education in recent years. In contemporary digital storytelling instruction, stories are often presented through interactive whiteboards, computers, smartphones, or tablets. The introduction of immersive virtual reality (IVR) technology makes…
Descriptors: Teaching Methods, Story Telling, Electronic Learning, Self Control
Peng Zhang; Jiangxu Li; Su Cai – British Journal of Educational Technology, 2025
Augmented reality (AR) games offer significant potential to enhance learning experiences, yet the impact of when these games are introduced during the educational process remains underexplored. This study explored how the timing of providing the AR game influenced learners' achievement, satisfaction and acceptance. Using a quasi-experimental…
Descriptors: Simulated Environment, Computer Simulation, Educational Technology, Educational Games
Kathy A. Mills; Alinta Brown – Learning, Media and Technology, 2025
Extended reality technologies -- mixed, augmented, and virtual reality, and future-related technologies -- are rapidly expanding in many fields, with underexplored potentials for multimodal composition in digital media environments. This research generates new knowledge about the novel wearable technology -- smart glasses -- to support elementary…
Descriptors: Elementary School Students, Technology Uses in Education, Geometric Concepts, Spatial Ability
Hyunyi Jung; Corey Brady – Mathematical Thinking and Learning: An International Journal, 2025
In this article, we investigated how a class engaged in whole-class discussions of modeling solutions, across two different types of modeling tasks: a Model Eliciting Activity (MEA) and a Three-Act Task. We analyzed whole-class discourse as small groups presented and responded to each other's solutions to a MEA and a Three-Act Task. We have also…
Descriptors: Mathematical Models, Discussion (Teaching Technique), Class Activities, Simulation