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Xiaoyi Li; Yongbin Hu; Xianmin Yang; Xinyu Bi; Jinying Zhang; Pengrui Tao – Education and Information Technologies, 2025
Virtual reality (VR) has become a promising tool for enhancing social skills in special education, K-12 education, and post-secondary education. However, there is a lack of comprehensive meta-analyses examining the effectiveness of VR social skills training and the factors that moderate its efficacy. In this study, a meta-analysis approach was…
Descriptors: Computer Simulation, Interpersonal Competence, Instructional Effectiveness, Technology Uses in Education
María del Mar Montoya Rodríguez; Francisco J. Molina Cobos; Vanesa Martínez-Valderrey; Pablo Molina Moreno; Sofía Pizzarossa; Julieta Feris; Valentina Compá; Vanessa A. de Souza – Journal of Information Technology Education: Innovations in Practice, 2025
Aim/Purpose: This study explores the effectiveness of a virtual reality (VR) application designed to teach Theory of Mind (ToM) skills to children aged 5-6, addressing the gap in research on the use of VR for typically developing children. Background: ToM is a critical skill for social interaction and understanding others' perspectives. Despite…
Descriptors: Theory of Mind, Computer Simulation, Preschool Children, Interpersonal Relationship
Paavola Satu; Laakso Minna; Saalasti Satu – Review Journal of Autism and Developmental Disorders, 2025
In this scoping review on 34 studies, we examined the use of immersive virtual reality (IVR) in neurodevelopmental disorders (NDD). IVR was mostly used in connection with autism spectrum disorder (ASD) for assessment of and intervention in social skills, and in attention deficit hyperactivity disorder (ADHD) for assessment of executive…
Descriptors: Computer Simulation, Neurodevelopmental Disorders, Autism Spectrum Disorders, Intervention
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
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
Niccolò Butti; Emilia Biffi; Romina Romaniello; Alessandra Finisguerra; Enza Maria Valente; Sandra Strazzer; Renato Borgatti; Cosimo Urgesi – Journal of Autism and Developmental Disorders, 2025
This study tested the feasibility and efficacy of a Virtual Reality (VR) social prediction training (VR-Spirit) specifically designed for patients with congenital cerebellar malformation. The study is a randomised controlled trial in which 28 cerebellar patients aged 7-25 yo were randomly allocated to the VR-Spirit or to a control intervention in…
Descriptors: Computer Simulation, Prediction, Interpersonal Competence, Children
Liu Yifu; Ma Yan; Huang Libing; Xiao Chunling; Ding Tao – Education and Information Technologies, 2025
Interventions utilizing human-computer interaction (HCI) in autism rehabilitation have gained popularity, yet their efficacy has not been fully elucidated. This meta-analysis assessed 30 international studies from the past decade that employed HCIs for autism intervention. The findings revealed a moderate positive effect (g = 0.484) on improving…
Descriptors: Man Machine Systems, Interaction, Intervention, Autism Spectrum Disorders
Prisana Mutchima; Yutthapong Leelakitpaisarn; Bunpod Pijitkamnerd; Nattha Phiwma; Saisuda Pantrakool – Journal of Education and e-Learning Research, 2025
The purpose of this study is to investigate the effect of metaverse technology on multicultural learning to strengthen the social attitudes, cultural awareness and critical thinking skills of secondary school students. Methodology: A quasi-experimental research method was used in this study to equally divide 80 secondary school students in the…
Descriptors: Foreign Countries, Secondary School Students, Teaching Methods, Educational Technology
Naoko Taguchi; Daniel H. Dixon; Yuqing Qin; Ying Chen – Language Teaching Research, 2025
We investigated the extent to which English learners developed knowledge of pragmatically-appropriate request-making forms through task-based gameplay involving virtual dialogues with fictional professors, employers, and friends on a virtual US campus. The digital game presents players with several scenarios, asking them to select the most…
Descriptors: Game Based Learning, Undergraduate Students, Video Games, Computer Simulation
Milene Oliveira; Melisa Stevanovic – Multilingua: Journal of Cross-Cultural and Interlanguage Communication, 2025
Speakers may resort to different inferences and expectations in intercultural encounters. These expectations are influenced by speakers' socialization processes in speech communities and networks, as well as by the local interactional demands and power dynamics in the communicative situation. While interactional sociolinguistic studies have…
Descriptors: Intercultural Communication, Prosocial Behavior, Computer Simulation, German
Galiya Ldokova; Svetlana Frumina; Suad Abdalkareem Alwaely – Smart Learning Environments, 2025
The aim of the study is to examine the influence of students' psychotypes on their learning using digital educational technologies within the Metaverse. In the course of the longitudinal experimental study, the results of the initial testing of 79 students during their undergraduate studies and the re-testing of 75 of these students during their…
Descriptors: Undergraduate Students, Graduate Students, Psychological Characteristics, Brain
Lili Yan; Breanne K. Litts; Melissa Tehee; Stuart Baggaley; Jennifer Jenkins – British Journal of Educational Technology, 2025
Although education is framed as a future-oriented enterprise, we often fail to serve the diverse futurities of youth, particularly in formal learning environments. The cultural norms of formal learning environments are rooted in dominant ways of being and knowing and this shapes how learning environments and learning technologies can be designed.…
Descriptors: Student Projects, Cultural Awareness, Multimedia Materials, Design