Publication Date
In 2025 | 3 |
Descriptor
Source
International Journal of… | 3 |
Author
Azetu Azashi Agyo | 1 |
Emmanuel John Anagu | 1 |
Feyzi Kaysi | 1 |
Ismaila Temitayo Sanusi | 1 |
Solomon Sunday Oyelere | 1 |
Yushan Kuerban | 1 |
Publication Type
Journal Articles | 3 |
Reports - Research | 2 |
Reports - Descriptive | 1 |
Education Level
Higher Education | 1 |
Postsecondary Education | 1 |
Audience
Location
Nigeria | 1 |
Turkey (Istanbul) | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Feyzi Kaysi – International Journal of Technology in Education and Science, 2025
Due to the frequent utilization of technological applications in contemporary times, the quality of educational processes is rapidly evolving. This study examines students' experiences through simulation software applications. A mixed-method design is employed due to the combined use of qualitative and quantitative data collection methods.…
Descriptors: Computer Simulation, Computer Software, Learning Processes, Technology Uses in Education
Yushan Kuerban; Solomon Sunday Oyelere; Ismaila Temitayo Sanusi – International Journal of Technology in Education and Science, 2025
Dyslexia is a learning disability that significantly hinders students' abilities to read and comprehend educational materials, posing a substantial challenge within educational environments. This paper introduces an innovative educational system, ReadSmart, that integrates both Augmented Reality (AR) and Generative Artificial Intelligence (GenAI)…
Descriptors: Artificial Intelligence, Natural Language Processing, Technology Uses in Education, Computer Simulation
Azetu Azashi Agyo; Emmanuel John Anagu – International Journal of Technology in Education and Science, 2025
As educational needs change, gamified immersive virtual reality (I-VR) can enhance learning by making it more interactive. Immersive virtual reality is used more in science than in the humanities. This study uses the Theory of Planned Behavior (TPB) to explore factors that affect students' intentions to use gamified I-VR, particularly in…
Descriptors: Gamification, Computer Simulation, Literacy, English Instruction