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Alexis Topete; Chuanxiuyue He; Mary Hegarty – Cognitive Research: Principles and Implications, 2025
People navigate in various types of spaces, including indoor and outdoor environments. These differ in availability of navigational cues, such as distal landmarks, clear boundaries, and regular grid structures. Does learning the layout of different types of environments rely on the same or diverse cognitive abilities? Do separate measures of…
Descriptors: Navigation, Cognitive Ability, Adjustment (to Environment), Adults
Mark H. Newton; Leonard A. Annetta – Science & Education, 2025
Climate change is a nuanced global issue with a scope that is often difficult to fully appreciate. This study examined an undergraduate course focused on the impacts and responses to climate change on the Outer Banks of North Carolina, USA. The course utilized a socioscientific issues (SSI) approach to examine global climate change in a local…
Descriptors: Climate, Science Education, Environmental Education, Field Experience Programs
GeoGebra Augmented Reality: An Innovation in Improving Students' Mathematical Problem-Solving Skills
Meria Ultra Gusteti; Widdya Rahmalina; Suci Wulandari; Khairul Azmi; Asrina Mulyati; Rahmatul Hayati; Rana Gustina; Vifit Nor Cahyati – International Journal of Education in Mathematics, Science and Technology, 2025
This study aims to test the effectiveness of GeoGebra Augmented Reality in improving students' mathematical problem-solving skills. The method used is a quasi-experiment with a posttest-only control group design. The research population is students of the Mathematics Education Study Program at a private university in Indonesia, with a sample of 32…
Descriptors: Computer Software, Computer Simulation, Mathematics Instruction, Problem Solving
Yu-Cheng Lin; Shu-Yun Chien; Huei-Tse Hou – Education and Information Technologies, 2025
The training of hostel service skills emphasizes the application of procedural knowledge and complex problem-solving skills, and with the development of education technology, game-based learning that mixes virtual reality (VR) and physical games has begun to be emphasized. In this study, we proposed a multi-dimensional scaffolding design framework…
Descriptors: Scaffolding (Teaching Technique), Educational Games, Computer Simulation, Cognitive Ability
Yiling Hu; Yanjun Chen; Bian Wu – Educational Technology & Society, 2025
As a key professional competence of teachers, empathy involves whether teachers can stand in the student's position to pay attention, understand their behavior, and make reasonable judgment and explanation of it. Researchers have discovered that 360° virtual reality (360° VR), a relatively recent form of media, can be particularly powerful in…
Descriptors: Empathy, Preservice Teachers, Teacher Education Programs, Video Technology
Tim Bauermeister; Nina Janßen; John-Oliver Engler – Education and Information Technologies, 2025
Digital learning environments such as virtual laboratories have been proposed to augment or even replace conventional forms of teaching in recent years. While there is some evidence on comparable learning outcomes between real and virtual labs, empirical evidence on the effectiveness of virtual labs as compared to conventional face-to-face…
Descriptors: Conventional Instruction, Electronic Learning, Case Studies, Foreign Countries
Xiaofei Li; Yu-Ju Lan; Zhongling Pi; Grace Yue Qi; Scott Grant; Jinmei Sun – British Journal of Educational Technology, 2025
English academic presentation (EAP) is an indispensable skill set of academic communication for university students. With the rapid development of desktop virtual reality (DVR), its application in language learning is worth exploring. The present study aimed to examine whether there is an improvement and difference in students' EAP by learning…
Descriptors: Video Technology, Behavior Patterns, English for Academic Purposes, Second Language Learning
Meng-Lei Monica Hu; Hao-Chiang Koong Lin; Yu-Hsuan Lin; Yu-Hsi Yuan – Innovations in Education and Teaching International, 2025
Technical culinary skills are fundamental competencies for professional chefs. Consequently, demonstrating and enhancing these skills pose significant challenges within culinary education. This study aims to develop a virtual reality (VR) system for culinary skill development and assess its effectiveness when integrated into a hospitality…
Descriptors: Computer Simulation, Technology Uses in Education, Outcomes of Education, Cooking Instruction
Sophia Rapti; Theodosios Sapounidis; Sokratis Tselegkaridis – Early Childhood Education Journal, 2025
Recent developments in technology have introduced new tools, such as virtual reality, into the learning process. Although virtual reality appears to be a promising technology for education and has been adopted by a few schools worldwide, we still do not know students' and educators' opinions, preferences, and challenges with it, particularly in…
Descriptors: Student Attitudes, Teacher Attitudes, Computer Simulation, Preschool Teachers
Zhaoyang Liu; Wenlan Zhang; Liangliang Hu – Innovations in Education and Teaching International, 2025
Virtual Reality (VR) is gradually integrating into classroom teaching, emerging as a new trend in educational development in the era of artificial intelligence. Desktop virtual reality stands out due to its lower cost and greater convenience. To elucidate the effectiveness of desktop virtual reality in learning, this paper employs a meta-analysis…
Descriptors: Computer Simulation, Meta Analysis, Teaching Methods, Instructional Effectiveness
Chengliang Wang; Xiaojiao Chen; Yifei Li; Pengju Wang; Haoming Wang; Yuanyuan Li – Journal of Educational Computing Research, 2025
This study explored the impact of MetaClassroom, a virtual immersive programming learning environment designed based on the three-dimensional learning progression (3DLP) concept, on students' multidimensional development. Utilizing a quasi-experimental research design, this study compared students' programming learning achievements (PLA),…
Descriptors: Programming, Computer Science Education, Metacognition, Computer Simulation
Suet Fong Chan; Dorothy DeWitt; Rhett Loban – Information and Learning Sciences, 2025
Purpose: Intercultural communicative competence (ICC) is important when different cultural speakers learn Mandarin as a Foreign Language (MFL). The use of virtual reality (VR) has been shown to be effective for improving ICC. Hence, this study investigates a production-based instructional strategy where students use VR to view and create VR…
Descriptors: Intercultural Communication, Communicative Competence (Languages), Computer Simulation, Second Language Instruction