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Mengshi Xiao; Weizi Li; Lei Han; Shasha Zheng – Journal of Computer Assisted Learning, 2025
Background: In multimedia learning environments, pedagogical agents have emerged as an innovative tool to enhance digital instruction, yet optimising their design for maximal learning effectiveness remains underexplored. Objectives: This study aimed to investigate how specific design elements of pedagogical agents, namely appearance and voice…
Descriptors: Multimedia Instruction, Instructional Design, Computer Simulation, Student Attitudes
Kai Zhang; Jingying Chen; Zhiyi Yang; Yanfeng Ji; Yuandong Min; Guangshuai Wang; Xiaodi Liu – Education and Information Technologies, 2025
Joint attention is essential for establishing effective social communication. However, children with Autism Spectrum Disorder (ASD) often exhibit deficits in joint attention, which hinder their social interactions with peers and adults. Traditional assessment methods predominantly rely on expert observation, lacking objective measures of…
Descriptors: Attention, Autism Spectrum Disorders, Children, Social Influences
Anthony Ilobinso; Victoria Lowell; Stuart White; Kevin Jones – Journal of Technology and Teacher Education, 2025
This study examines how active learning principles and considerations are reflected in preservice teachers' learning experiences with augmented reality (AR) and how they conceptualize its use in their future classrooms. Twenty-eight preservice teachers, including three interviewed participants, were surveyed about their experiences with AR and…
Descriptors: Computer Simulation, Technology Uses in Education, Active Learning, Preservice Teacher Education
Mark Mohan Kaggwa; Gary A. Chaimowitz; Precious Agboinghale; Diana Marginean; Andrew T. Olagunju – Discover Education, 2025
Background: The demand for effective disaster preparedness training in hospitals is steadily increasing, as healthcare staff need to handle emergencies efficiently while providing patient care. However, conventional training methods like live drills and tabletop exercises can require significant resources, limit participation, and disrupt hospital…
Descriptors: Emergency Programs, Computer Simulation, Health Personnel, Program Effectiveness
Johanna Börsting; Veronica Schwarze; Farbod Aprin; Nils Malzahn; H. Ulrich Hoppe; Sabrina C. Eimler – Journal of Children and Media, 2025
Social media offer valuable benefits ranging from social exchange to entertainment. However, everyday racism is also part of many users' daily social media experience. Unlike overt racist attacks such as name-calling or humiliation, everyday racism often manifests in subtle, unconscious assumptions and remarks that may initially appear harmless…
Descriptors: Foreign Countries, Social Media, Adolescents, Racism
Ahmet Volkan Yüzüak; Emrah Higde; Zekiye Merve Öcal; Görkem Avci; Sinan Erten – International Journal of Assessment Tools in Education, 2025
In today's educational landscape, students have access to enriched learning environments through augmented and virtual reality (AR/VR) applications. Effective digital learning depends on identifying the key factors and learner attitudes that influence engagement and task performance. We focused more on preservice teachers' intentions to use AR/VR…
Descriptors: Computer Simulation, Computer Uses in Education, Preservice Teachers, Intention
Bianca C. Braga; William Hurst; John Barrow; John Long; Gregory C. Shearer; Joanna K. Hodges; Olivia Lawler; Ravi Patel; Terry Schiavone; Travis D. Masterson – Biochemistry and Molecular Biology Education, 2025
This randomized controlled trial assessed the comparative effectiveness of a biochemistry education program delivered through an immersive virtual reality (iVR) experience and traditional video-based instruction. Undergraduate students enrolled in three nutrition courses from a large R1 American university participated (n = 95). Students were…
Descriptors: Biochemistry, Computer Simulation, Video Technology, Undergraduate Students
Miriam Mulders; Kristian H. Träg; Lara Kirner – Instructional Science: An International Journal of the Learning Sciences, 2025
One discussion in the context of education for sustainable development centers around the importance of suitable teaching materials for promoting pro-environmental attitudes. Especially applications that let learners travel to otherwise difficult to reach places seem promising for digital sustainability education that is both accessible and…
Descriptors: Foreign Countries, Secondary School Students, Biodiversity, Sustainable Development
Jack Denham; Matthew Spokes; Matt Coward-Gibbs; Caitlin Veal – Pedagogy, Culture and Society, 2025
Utilising data from semi-structured interviews (n = 20), this paper explores the educational function of internationally popular, blockbuster videogames, including the ways in which players identify and operationalise these learning experiences. It proposes a framework through which different learning experiences in mainstream, culturally…
Descriptors: College Students, Video Games, Popular Culture, Incidental Learning
Sencer Tasyonar; Ahmet Murat Uzun – Open Praxis, 2025
This study aims to develop a location-based augmented reality (LBAR) Android application and test its effectiveness in supporting orientation programs for newly enrolled students. The application was designed to facilitate easier adaptation to the environment and university life for novice students. Unity, ARCore SDK, and the AR+GPS Unity Package…
Descriptors: Computer Simulation, Technology Uses in Education, Program Effectiveness, School Orientation
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
Yinglin Liu; Rui Li; Yue Diao; Meixue Hou; Hua Yuan; Xiuying Zhang – Education and Information Technologies, 2025
Virtual reality (VR) technology has been widely used in nursing laboratory courses to effectively making up for the shortcomings of traditional teaching. However, challenges such as cell phone addiction, negative emotions, and reduced communication between teachers and students still exist during the application process, which makes it difficult…
Descriptors: Undergraduate Students, Learning Processes, Preferences, Nursing Students
Adeyinka Tella; Olutoyin Olukemi Oso; Shola Temitope Famuyiwa – Journal of Library & Information Services in Distance Learning, 2025
The study examined information delivery in distance learning libraries through metaverse technologies. The study adopted an exploratory strategy through an extensive literature analysis. Relevant academic papers, journals, industry reports, and conference proceedings located through internet databases such as Google Scholar, Scopus, and Web of…
Descriptors: Distance Education, Library Services, Computer Simulation, Artificial Intelligence
Barathan Selvam; Grace Annammal Gnana Piragasam – British Journal of Special Education, 2025
The increasing use of mobile devices in educational settings is mainly attributable to the significant contributions made by technological advancements. These devices now make it possible to incorporate mobile applications, such as augmented reality (AR), in order to provide students with learning disabilities with assistance in improving their…
Descriptors: Students with Disabilities, Writing Skills, Learning Disabilities, Telecommunications
Farzaneh Sheikhzadeh; Rasool Abedanzadeh; Eliot Hazeltine – Journal of Computer Assisted Learning, 2025
Background: Today, active video games, in which players' own body movements are used to control the avatar, can be used to teach students motor skills by providing concurrent feedback. The purpose of this study is to investigate the effectiveness of concurrent and delayed feedback on basketball free throw learning. Methods: Thirty female students…
Descriptors: Team Sports, Student Athletes, Females, Athletics

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