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Rahmat Rizal; Irwan Muhammad Ridwan; Herni Yuniarti Suhendi; Ifa Rifatul Mahmudah – Journal of Teaching and Learning, 2025
Virtual Reality (VR) technology in learning activities assists in visualizing abstract phenomena of physics concepts. This technology supports the delivery of effective and meaningful learning experiences. The main objectives of this study, therefore, are to analyze the level of students' readiness to use VR technology in higher education, and to…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Physics
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Victor del Carmen Avendano Porras; Iris Alfonzo Albores; Sergio Andres Correal Cuervo – Turkish Online Journal of Distance Education, 2025
This research aimed to explore the dimensions and implications of the early use and integration of metaverses in public high schools in the region of the Altos de Chiapas, Mexico, through a sequential mixed methods approach. Initially, a standardized survey was administered to a stratified probabilistic sample of 1402 students from various schools…
Descriptors: Foreign Countries, Distance Education, Indigenous Populations, High School Students
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Diego Vergara; Álvaro Antón-Sancho; Georgios Lampropoulos; Pablo Fernández-Arias – Education and Information Technologies, 2025
Virtual reality (VR) is an effective technology when applied to higher education. A fruitful line of research is the study of the reception of VR by the agents involved, especially professors. This provides keys to help universities and countries, especially developing ones, in the process of digital integration. In this work, a quantitative…
Descriptors: Technology Uses in Education, Artificial Intelligence, Engineering Education, Computer Simulation
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Lucas Kohnke; Dennis Foung – Educational Technology & Society, 2025
This study aimed to replicate and extend Buchner and Hoffman's (2022) research on the Tell-Show-Enact-Do (TSED) approach to integrating augmented reality (AR) and virtual reality (VR) into teacher training. We conducted non-parametric Mann-Whitney U tests on the original dataset to examine the impact of age and learning design on the participants'…
Descriptors: Simulated Environment, Computer Simulation, Faculty Development, Instructional Design
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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
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Shaikha AlZaabi; Alya Alshehhi; Hassan Tairab – Educational Process: International Journal, 2025
Background/purpose: This study investigates the perceptions of Chemistry teachers and students in UAE public schools regarding the use of graphically enhanced teaching (GET) in grade 12 Chemistry classes. The study addresses the need to explore the benefits, challenges, and opportunities of integrating visual aids, simulations, and other graphical…
Descriptors: Foreign Countries, High School Students, High School Teachers, Chemistry