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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
Yoseph Gebrehiwot Tedla; Hsiu-Ling Chen – Education and Information Technologies, 2025
Critical thinking (CT) is among the core abilities students need to acquire to overcome the unprecedented and ever-changing challenges of the 21st century and beyond. To facilitate the attainment of CT, numerous researchers worldwide have conducted empirical studies focusing on leveraging computer-supported collaborative learning (CSCL) to improve…
Descriptors: Computer Mediated Communication, Cooperative Learning, Critical Thinking, Teaching Methods
John P. Rech; Jena Cottam; Anthony DeAnda; Charlize Lichlyter; Mya Maxwell – Strategies: A Journal for Physical and Sport Educators, 2025
Gamification is a commonly used strategy in physical education (PE) to enhance students' learning experiences. The gamification of digital or video games is used to increase the relevance of PE teachings and physical activity in general. This article describes Kingdom Ball, a gamification of elements from the popular online game, Clash of Clans®.…
Descriptors: Gamification, Physical Education, Educational Technology, Video Games
Febri Yanti; Lufri Lufri; Yuni Ahda – Open Education Studies, 2025
Augmented reality (AR) became increasingly popular in education worldwide as a useful tool for improving student engagement, teamwork, and problem-solving abilities to enhance students' skills in Education 4.0 (E4.0). This research aimed to analyze and highlight several research publications that examined the use of AR to improve the skills of…
Descriptors: Computer Simulation, High School Seniors, Skill Development, Technology Uses in Education
David M. Rehfeld; Payton DeMeyer; Abby Kugler; Kristin Pelczarski – Teaching and Learning in Communication Sciences & Disorders, 2025
Simulated learning experiences (SLEs) are becoming increasingly popular in communication sciences and disorders (CSD) training programs. This pilot study examines the relative effectiveness of delivering a SLE via standard computer or using virtual reality headsets for a more immersive learning experience. Seventy undergraduate CSD students were…
Descriptors: Communication Disorders, Undergraduate Students, Listening Skills, Skill Development
Kuuku Nyameye Wilson; Benjamin Ghansah; Patricia Ananga; Stephen Opoku Oppong; Winston Kwamina Essibu; Einstein Kow Essibu – Education and Information Technologies, 2025
This systematic literature review examines the use of computer games as instructional aids in the teaching and learning of programming. With the ubiquitous nature of technology permeating various aspects of modern life, the integration of gaming devices into educational settings has garnered increased attention. This paper investigates whether…
Descriptors: Literature Reviews, Computer Games, Technology Uses in Education, Educational Technology
Nikki Aitcheson-Huehn; Adam W. Kiefer – Journal of Motor Learning and Development, 2025
Mobile eye tracking technology enables the objective evaluation of what, when, and how athletes use visual information from the environment to control action in service of skilled performance. This review highlights the strengths, weaknesses, opportunities, and threats (SWOT) to consider before adopting this technology to evaluate visual-motor…
Descriptors: Athletes, Eye Movements, Technology Uses in Education, Visual Stimuli
Emily J. Summers; Elahe Mahmoudi; Jonathan Vontsteen; Kimberly A. Conner; Megan C. Wiedeman – Journal of Interactive Learning Research, 2025
This study qualitatively examined an integrated cross-community approach to augmenting research courses with (a) non-competitive gamification and (b) AI. Unlike other studies, ours was proactive, non-COVID derived, non-competitive, and rooted in a variety of instructional and technology expertise resources. Its three aims were (1) increasing…
Descriptors: Gamification, Artificial Intelligence, Technology Uses in Education, Technology Integration
Yunan Long; Xuan Zhang; Xinyi Zeng – Education and Information Technologies, 2025
This paper conducts a comparative analysis and thorough investigation on the theme of the application and effect of virtual reality technology in vocational education practical training. It explores the advantages of virtual reality technology in enhancing the effectiveness of vocational education practical training, as well as student…
Descriptors: Artificial Intelligence, Technology Uses in Education, Career and Technical Education, Instructional Effectiveness
Wenjuan Ma; Wenjing Ma; Yongbin Hu; Xinyu Bi – Education and Information Technologies, 2025
The integration of technology in higher education is constantly evolving, and the recent emergence of generative artificial intelligence (AI), particularly AI-based chatbots, presents both opportunities and challenges. This rapid advancement raises crucial questions about the effective and appropriate implementation of these tools in learning and…
Descriptors: Literature Reviews, Higher Education, Technology Uses in Education, Educational Technology
Sasinan Kanharin; Pinanta Chatwattana – Higher Education Studies, 2025
The inquiry-based learning platform mix game-based learning using metaverse, or IBL platform mixed with GBL using metaverse, was developed with an intention to enhance digital literacy and empathy skills, which are regarded as essential skills in the 21st century. The IBL platform mixed with GBL using metaverse was designed with the combination of…
Descriptors: Inquiry, Educational Technology, Game Based Learning, Computer Simulation
Aziz Ilhan; Recep Aslaner; Cihat Yasaroglu – Education and Information Technologies, 2025
Digital literacy is a 21st century requirement and its importance is increasing day by day. In this article, it was aimed to evaluate the development of digital literacy skills of mathematics teachers and prospective teachers through Technology Assisted Education (TAE). In addition, the opinions of the teachers about the training were also…
Descriptors: Skill Development, Digital Literacy, Mathematics Teachers, Preservice Teachers
Peidi Gu; Fang Xu; Lingwei Chen; Zijie Ma; Madian Zhang; Yi Zhang – Education and Information Technologies, 2025
Conversational skills, which are essential for effective social interactions and typically pose difficulties for individuals with autism spectrum disorder (ASD), include abilities such as initiating topics, engaging in back-and-forth dialog, and responding to conversational cues. Chatbots have been used in mental health fields, and the development…
Descriptors: Technology Uses in Education, Artificial Intelligence, Interpersonal Communication, Communication Skills
Sizhuo Wang – Education and Information Technologies, 2025
Artificial intelligence (AI), due to its extensive capabilities for analyzing incoming information and providing personalized and detailed feedback, has significant potential for use in education. This study aims to investigate an application that analyzes the performance of musical exercises and provides instant AI-based feedback. The main task…
Descriptors: Artificial Intelligence, Music Education, Musical Instruments, Technology Uses in Education
Thiyaporn Kantathanawat; Natarika Thongsomnuek; Mai Charoentham; Paitoon Pimdee – Educational Process: International Journal, 2025
Background/purpose. The increasing prevalence of digital tools in education necessitates models that enhance students' metacognitive skills. Despite this need, limited research exists on structured pedagogical approaches to foster metacognition within digital learning contexts. This study aimed to develop and evaluate the Cognitive Innovation…
Descriptors: Educational Technology, Technology Uses in Education, Metacognition, Skill Development