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Jacqueline Corcoran; Malitta Engstrom; Kate Ledwith; Gerard Jefferies; Tamara J. Cadet – Journal of Teaching in Social Work, 2025
Competency-based education in social work (CSWE, 2022) demands active learning methods that demonstrate professional competencies and practice behaviors. Role-plays and simulations are methods that link learning in the classroom with practice. This article explores role-play and simulation variants: basic role-play, real play, student-scripted…
Descriptors: Role Playing, Simulation, Social Work, Competency Based Education
Orna Levin; Merav Esther Hemi; Ronen Kasperski – Teaching in Higher Education, 2025
Simulation-based learning (SBL) has been the focus of higher-education literature, especially in teacher education and training. Led by a professional facilitator, the SBL process requires learners to step out of their comfort zone. This multiple case-study examines the roles of SBL facilitators to better understand the conditions for creating an…
Descriptors: Foreign Countries, Teacher Education, Simulation, Educational Environment
Yiting Lin; Yunqi Cai; Cheng Lian; Shouhong Xu; Wenqing Zhang; Honglai Liu – Journal of Chemical Education, 2025
Ion transport, involving the diffusion and migration of ions within the electrolyte, stands as a fundamental concept in electrochemistry and serves as the driving force for electrochemical reactions. Electric double layers are critical in the fields of electrochemical energy storage and chemical conversion, constituting a central focus of…
Descriptors: Chemistry, Science Instruction, Energy, Engineering
Meihong Li – Education and Information Technologies, 2025
Virtual Reality technology (VRT) has rapidly evolved in recent years, revolutionizing various industries by providing immersive and interactive experiences. VRT is making a significant impact in the realm of dance teaching (DT). This study explores the innovative application of VRT in the realm of DT, aiming to revolutionize traditional…
Descriptors: Computer Simulation, Dance Education, Educational Innovation, Technology Uses in Education
Ernesto Colomo Magaña; Andrea Cívico Ariza; Julio Ruiz-Palmero; Francisco David Guillén-Gámez – Journal of New Approaches in Educational Research, 2025
Augmented, virtual, and mixed reality offer digital alternatives for implementing innovative educational processes, significantly expanding opportunities in university education due to the available resources and the psycho-evolutionary development of students. This study aimed to analyze the scientific production on this topic in Scopus using…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Higher Education
Ling Wu; Shuxin Wang – Education and Information Technologies, 2025
Contemporary technological advancements offer new possibilities for enhancing user creativity. We aimed to explore how technology can boost student creativity to meet the twenty-first century's demand for innovative talent. Based on the 4P model of creativity (person, process, product, and press) and constructivist theory, a virtual reality (VR)…
Descriptors: Computer Simulation, Brain, Biofeedback, Creativity
Himendra Balalle – Discover Education, 2025
Recent technologies, like virtual reality (VR), augmented reality (AR), and mixed reality (MR), have revolutionised education. Whereas AR brings the content to life in the real world, VR makes it completely digital, and MR is a blend of both the physical and virtual worlds. This paper discusses how virtual technology could be used in higher…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
Shaorong Ji; Nur Azlina Mohamed Mokmin; Jiawei Wang – Education and Information Technologies, 2025
The traditional educational approaches in art classrooms have increasingly fallen short of addressing the needs of learners in an era marked by rapid technological advancements. Augmented reality (AR), as a leading representative of these emerging technologies, has recently been integrated into traditional educational methods, repeatedly…
Descriptors: Computer Simulation, Influence of Technology, Visual Aids, Communications
Caoimhin S. Griffin; Sinead Loughran; Bridget Kelly; Edel Healy; Gillian Lambe; Arjan van Rossum; Brian Murphy; Eric Moore; Christopher Burke; Aoife Morrin; Carmel Breslin; Frances Heaney; Denise Rooney; Ronan Bree; Bernard T. Drumm – Advances in Physiology Education, 2025
Virtual laboratories (VLs) enable students to experiment, analyze data, or interact with digital content in a nonphysical space. VLs include simulations, electronic notebooks, videos, and augmented reality. As part of the "VL Project," comprising five academic institutions in Ireland, we sought to determine how VLs might enhance…
Descriptors: Foreign Countries, Higher Education, Science Education, Virtual Classrooms
Yuanbin Diao; Yu-Sheng Su – IEEE Transactions on Learning Technologies, 2025
With technological advancements, the Metaverse is being used to enhance learning effects and learning experience to ensure quality education. However, current empirical studies have produced varying results. Therefore, a meta-analysis was executed, leveraging the capabilities of Version 3 of the Comprehensive Meta-Analysis software to effectively…
Descriptors: Literature Reviews, Meta Analysis, Access to Education, Educational Technology
Tran Ai Cam; Nguyen Huu Thanh Chung – Journal of Learning for Development, 2025
This study employs bibliometric methods to analyse impactful and emerging research topics in the digital education ecosystem, using Scopus data from 2019 to 2023. It introduces a new Impact Factor (IF) that considers productivity, growth rate, core papers, and citations to identify key research fronts. The top five areas identified were artificial…
Descriptors: Literature Reviews, Bibliometrics, Educational Research, Electronic Learning
Rustam Shadiev; Xun Wang; Shusheng Shen – Education and Information Technologies, 2025
In an increasingly globalized world, developing intercultural competence in higher education is highly valued. While there has been a shift towards remote intercultural learning methods, these approaches often lack authentic and immersive experiences. To address this gap, the present study uses spherical video-based virtual reality (SVVR) to…
Descriptors: Foreign Countries, Higher Education, Computer Simulation, Simulated Environment
Michael Hast – Higher Education Studies, 2025
The rapid shift towards online learning in higher education has transformed the landscape of essential academic skills, with presentation abilities emerging as a crucial competency for student success. This paper addresses the challenges and opportunities associated with teaching presentation skills in a distance education context. Traditional…
Descriptors: Distance Education, Computer Simulation, Online Courses, Outcomes of Education
Murat Sümer; David Vanecek – Innovations in Education and Teaching International, 2025
Virtual reality (VR) is a computer-generated environment where scenes and objects appear to be real, immersing the user in their surroundings. This systematic review aims to explore the benefits and challenges of VR and AR in higher education and to identify the trends and issues regarding courses and teaching methods in which VR and AR are…
Descriptors: Trend Analysis, Educational Trends, Higher Education, Computer Simulation
Jina Kang; Xinhao Xu; Lili Yan – Education and Information Technologies, 2025
Computer-supported collaborative learning (CSCL) environments have been developed to connect learners, whether geographically apart or together, to accomplish shared tasks collaboratively and interactively. Despite the extensive adoption of immersive technologies such as virtual or augmented reality in various educational contexts, the current…
Descriptors: Literature Reviews, Technology Uses in Education, Educational Technology, Cooperative Learning
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