Publication Date
| In 2026 | 0 |
| Since 2025 | 661 |
| Since 2022 (last 5 years) | 661 |
| Since 2017 (last 10 years) | 661 |
| Since 2007 (last 20 years) | 661 |
Descriptor
Source
Author
| Candace Walkington | 5 |
| Brian Shambare | 4 |
| LeaAnne Daughrity | 4 |
| Maurizio Costabile | 4 |
| Morris Siu-Yung Jong | 4 |
| Thada Jantakoon | 4 |
| Thuthukile Jita | 4 |
| Ting-Ting Wu | 4 |
| Yueh-Min Huang | 4 |
| Amy Pallant | 3 |
| Andy Nguyen | 3 |
| More ▼ | |
Publication Type
Education Level
Location
| China | 48 |
| Indonesia | 20 |
| Turkey | 17 |
| Taiwan | 13 |
| Australia | 12 |
| Germany | 11 |
| South Korea | 9 |
| Spain | 9 |
| Thailand | 9 |
| United States | 9 |
| South Africa | 8 |
| More ▼ | |
Laws, Policies, & Programs
| Every Student Succeeds Act… | 1 |
Assessments and Surveys
What Works Clearinghouse Rating
Nadia Parsazadeh; Pei-Yu Cheng – Journal of Educational Technology Systems, 2025
This study presents a framework for integrating meaningful learning into a mobile learning context to enhance the learning achievement of natural science students through the utilization of advanced technologies and outdoor learning. An experiment was conducted on elementary school students to examine the effect of an Augmented Reality-based…
Descriptors: Telecommunications, Handheld Devices, Natural Sciences, Science Education
Jingjing Xu; Zhongling Pi; Meng Liu; Chaoqun Ye; Weiping Hu – Instructional Science: An International Journal of the Learning Sciences, 2025
Discussion has become a crucial method of interactive learning in online collaborative environments. This study aims to identify the impact of different task motivation compositions and learning scaffolding on attention, learning performance, and behavioral patterns. The 90 Chinese undergraduate and graduate students (M[subscript age]=20.38,…
Descriptors: Foreign Countries, Undergraduate Students, Graduate Students, Scaffolding (Teaching Technique)
Prakasha G. S.; Maria Lapina; F. G. Roseline; L. Yogesh; S. Thirumalesha – Journal of School Administration Research and Development, 2025
Virtual Reality (VR) provides an immersive learning (IL) experience by simulating real-world scenarios that bridge the gap between theory and application. VR simulations are interactive and enhance student engagement across a range of concepts, from simple to complex. India and Russia share similar cultural and historical backgrounds, and both are…
Descriptors: Foreign Countries, Computer Simulation, Technology Uses in Education, Secondary School Students
Juan M. Pieschacon; Ross T. Smith; Andrew Cunningham; Ellen O'Callaghan; Daniel Harvie – Journal of Computer Assisted Learning, 2025
Background: Physiotherapy education traditionally relies on face-to-face instruction for teaching complex manual therapy techniques. Current remote teaching methods struggle to convey spatial aspects of physical techniques, limiting their effectiveness for practical skills training. Few examples were found of immersive training systems for…
Descriptors: Spatial Ability, Visualization, Physical Therapy, Training
Roberto Gomez Tobias; Javier Armando Gonzalez Lozano; Martha Lorena Martínez Torres; Jorge Alvarez Ramírez; Giovanni Maria Baldini; Kingsley Okoye – International Journal of STEM Education, 2025
Background: Ethical decision-making is at the core of higher education, yet case-based ethics training often lacks depth and practical judgment. This study investigates whether integrating Artificial Intelligence (AI) and Virtual Reality (VR) enhances ethical reasoning compared with conventional training. Sixty undergraduates in business and…
Descriptors: Ethics, Artificial Intelligence, Computer Simulation, Decision Making
Andreas Marougkas; Christos Troussas; Akrivi Krouska; Cleo Sgouropoulou – Smart Learning Environments, 2025
Virtual Reality has proven to be highly promising within the field of learning. Most VR learning methods do not effectively implement pedagogical models or adapt to the individual's learning style. This research aims to bridge this gap by integrating Fuzzy Cognitive Maps (FCMs), Flow Theory and Gamification within an educational Virtual Reality…
Descriptors: Computer Simulation, Computer Games, Educational Games, Computer Science Education
Jill Castek; Shiloe Fontes – Journal of Early Childhood Literacy, 2025
This article explores immersive learning experiences for young learners in a planetarium setting. These experiences open new learning possibilities and ignite children's inquiry and imagination. The authors describe a naturalistic observational study that examines two immersive planetarium programs for young children. Data was collected as…
Descriptors: Recreational Facilities, Computer Simulation, Science Education, Astronomy
Alexis A. Gonzalez; Gabriela Pacheco; Sonia Pino; Cristian Merino – Advances in Physiology Education, 2025
The comprehension of renal physiology is challenging for undergraduate students. Augmented reality (AR) offers a promising tool to improve comprehension of complex mechanisms. This study examines the students' perceptions and the effectiveness of an AR-based learning sequence on pre- and poststudent drawings of renal physiology. Three cohorts in…
Descriptors: Physiology, Human Body, Undergraduate Students, Biomedicine
Henrik Brun; Matthias Lippert; Thomas Langø; Juan Sanchez-Margallo; Francisco Sanchez-Margallo; Ole Jakob Elle – Anatomical Sciences Education, 2025
Learning cardiac morphology largely involves spatial abilities and studies indicate benefits from innovative 3D visualization technologies that speed up and increase the learning output. Studies comparing these teaching tools and their educational output are rare and few studies include complex congenital heart defects. This study compared the…
Descriptors: Anatomy, Human Body, Spatial Ability, Visual Aids
Emmanuel Dumbuya – Online Submission, 2025
The exponential growth of online learning has catalyzed significant pedagogical innovations and transformed the educational landscape. This paper explores the emerging trends in online learning, including the shift towards blended learning, the rise of personalized learning, and the integration of technology-enhanced pedagogical practices. The…
Descriptors: Educational Trends, Electronic Learning, Educational Innovation, Teaching Methods
Seuth Borliboune; Kongmengvang Chuechor; Thonglith Vilaysane; Souliya Keovilaysack – Malaysian Online Journal of Educational Sciences, 2025
This study investigates the influence of computer-based simulations on students' academic achievement and attitudes toward learning Direct Current (DC) circuits in physics. A quasi-experimental design was employed, involving 40 secondary school students divided into an experimental group (20 students) and a control group (20 students). The…
Descriptors: Computer Simulation, Physics, Electronic Equipment, Academic Achievement
Zhong Zhengtao; Riyan Hidayat – Mathematics Teaching Research Journal, 2025
Incorporating technology into educational processes is increasingly necessary to address the complexities of contemporary learning environments. This study investigates the impact of Augmented Reality (AR) on the academic performance of third-grade students in the areas of graphs and geometry. A quasi-experimental design was employed, comparing a…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Mathematics Achievement
Laura Norwine; Emily Bouck; Sarah Reiley; Holly M. Long; Larissa Jakubow; James Nuse – Rural Special Education Quarterly, 2025
Students with disabilities may find it difficult to learn and gain the life skills needed to live, work, socialize, and attend postsecondary education. In vivo and community-based instruction (CBI) are among the most effective ways to teach life skills, especially with a goal of generalization. Despite the strong relationships that often exist in…
Descriptors: Students with Disabilities, Daily Living Skills, Computer Simulation, Rural Schools
Orakarn Laoharutanun; Noawanit Songkram; Danupol Hoonsopon – Journal of Information Technology Education: Research, 2025
Aim/Purpose: The study investigated how immersive learning environments could be used to encourage student engagement and reuse intentions by integrating desktop augmented reality (AR) into the classroom among primary school students. Background: This paper addresses the potential applications of immersive technology for younger learners and…
Descriptors: Foreign Countries, Computer Simulation, Elementary School Students, Computer Uses in Education
Venus Chan – Journal of Computer Assisted Learning, 2025
Background: Technology advancement changes not only interpreting practices but also its pedagogy, which has long been criticised for lacking authenticity in/out-of-classroom practices. Objective: This empirical research aims to develop a mobile-assisted language learning application powered by extended reality (XR). Shortened as 'XR MALL', this…
Descriptors: Computer Simulation, Computer Assisted Instruction, Second Language Learning, Translation

Peer reviewed
Direct link
