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Sofia Seinfeld; Filippo Gabriele Prattico; Chiara De Giorgi; Fabrizio Lamberti – IEEE Transactions on Learning Technologies, 2024
Swapping visual perspective in virtual reality (VR) provides a unique means for embodying different virtual bodies and for self-distancing. Moreover, this technology is a powerful tool for experiential learning and for simulating realistic scenarios, with broad potential in the training of soft skills. However, there is scarce knowledge on how…
Descriptors: Computer Simulation, Self Evaluation (Individuals), Employment Interviews, Training
Tyler Gaspich; Insook Han – Education and Information Technologies, 2024
Design thinking and virtual reality continue to infiltrate the K-12 landscape, with incredible promise for fostering deeper engagement with content. Design thinking in particular embodies maker education's beliefs in learning through building, but with the added caveat of solving real-world problems with the consideration of others' perspectives.…
Descriptors: Computer Simulation, Design, Thinking Skills, Perspective Taking
Enrica Lovaglio – ProQuest LLC, 2024
The present investigation aims to identify best practices to design virtual reality (VR) story-worlds to promote prejudice reduction and foster prosocial attitudes toward under-represented groups. Past research shows that VR, which allows the simulation of scenarios that would otherwise be prohibitively difficult or impossible in real life, can be…
Descriptors: Computer Simulation, Prosocial Behavior, Perspective Taking, Minority Groups
Philipp Rosendahl; Ingo Wagner – Education and Information Technologies, 2024
As a teaching and learning medium, 360° videos offer new teaching-learning experiences. Through the possibility of immersion, individual 360° panoramic images, multi-perspective viewing options and interaction possibilities, they extend the advantages of conventional video technology. To understand the potential of using 360° video technology for…
Descriptors: Video Technology, Technology Uses in Education, Teaching Methods, Learning Experience
Margaret Parks; Daejin Kim – Educational Gerontology, 2023
The US population is becoming increasingly older. Alongside the changing mental and physical capacities that accompany aging, reduced visual function is a common occurrence for older adults. Empathy is an important and useful skill for interior designers in that this ability is extremely helpful for understanding older adults' experience in the…
Descriptors: Aging (Individuals), Visual Impairments, Empathy, Interior Design
Birgit Brucker; Georg Pardi; Fabienne Uehlin; Laura Moosmann; Martin Lachmair; Marc Halfmann; Peter Gerjets – Educational Psychology Review, 2024
Virtual reality (VR) applications are developing rapidly, becoming more and more affordable, and offer various advantages for learning contexts. Dynamic visualizations are generally suitable for depicting continuous processes (e.g., different movement patterns), and particularly dynamic virtual 3D-objects can provide different perspectives on the…
Descriptors: Visual Perception, Spatial Ability, Motion, Computers
Hayoung Jeon; Yumi Jun; Teemu H. Laine; Eunha Kim – Education and Information Technologies, 2024
Empathy is an essential human skill that can be divided into two types: (1) cognitive empathy, which is the capacity of understanding others' thoughts and emotions; and (2) affective empathy, which is the capacity to feel others' emotional states. Many educational contents exist for both types, and immersive virtual reality (VR) has been shown to…
Descriptors: Computer Simulation, Technology Uses in Education, Game Based Learning, Computer Games
Han, Insook; Shin, Hyoung Seok; Ko, Yujung; Shin, Won Sug – Journal of Computer Assisted Learning, 2022
Background: Immersive VR is still rarely used as an intervention for meeting the affective end goals of student learning despite its positive impact on affection. Also, studies regarding the use of immersive VR as an intervention for affective achievement in broader educational contexts are still lacking. Objectives: This study aimed to examine…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Program Effectiveness
Yiling Hu; Yanjun Chen; Bian Wu – Educational Technology & Society, 2025
As a key professional competence of teachers, empathy involves whether teachers can stand in the student's position to pay attention, understand their behavior, and make reasonable judgment and explanation of it. Researchers have discovered that 360° virtual reality (360° VR), a relatively recent form of media, can be particularly powerful in…
Descriptors: Empathy, Preservice Teachers, Teacher Education Programs, Video Technology
Tania Heap; Regina Kaplan-Rakowski; Audon Archibald – Educational Technology & Society, 2024
Understanding blindness or imagining being blind can be challenging for individuals without visual impairments. One of the affordances of high-immersion virtual reality (VR) is its ability to build empathy and facilitate perspective-taking. VR can be potent when providing narrative, experience-laden education that exposes users to ideas and…
Descriptors: Computer Simulation, Blindness, Technology Uses in Education, Empathy
Rappa, Natasha; Ledger, Susan – Journal of Education for Teaching: International Research and Pedagogy, 2023
Australian preservice teachers (PSTs) are required to show evidence that they can 'engage with parents/carers' (AITSL Standard 7.3). This paper reports on a pilot study of PSTs, in their final year within an Initial Teacher Education programme, in a mixed reality learning environment immersing themselves in authentic and challenging conversations…
Descriptors: Preservice Teachers, Preservice Teacher Education, Student Attitudes, Computer Simulation
Tan, Marcus Cheng Chye; Chye, Stefanie Yen Leng; Teng, Kylin Shu Min – Education and Information Technologies, 2022
There has been increasing use of interactive technologies in the classroom today and a rising popularity of employing virtual environments as a means to engage students in sensorially rich contexts for more embodied forms of experiential learning. In particular, virtual reality (VR) or immersive virtual environments (IVEs) facilitated by…
Descriptors: Technology Uses in Education, Social Emotional Learning, Computer Simulation, Empathy
Priyanka Parekh; Joseph L. Polman; Shaun Kane; R. Benjamin Shapiro – Journal of the Learning Sciences, 2023
Background: Natureculture (Fuentes, 2010; Haraway, 2003) constructs offer a powerful framework for science education to explore learners' interactions with and understanding of the natural world. Technologies such as Augmented Reality (AR) designed to reveal pets' sensory worlds and companionship with pets can facilitate learners' harmonious…
Descriptors: Science Education, Caring, Inquiry, Summer Programs
Jing Wen – ProQuest LLC, 2022
Though research efforts have been conducted to understand the strategies to increase female participation in STEM and relevant areas, including the construction field, still the desired outcomes have not been forthcoming. This study proposes to explore the innovative use of 360-degree immersive environments powered by virtual characters to tell…
Descriptors: Females, STEM Education, Construction Industry, Student Recruitment
Gülçin Büyüközkan; Esin Mukul – Interactive Learning Environments, 2024
In recent years, with the improvement of information and communication technologies and the step towards 5G technology in the Internet infrastructure, the use of technologies in education is increasing day by day. Metaverse is one of the important technologies that contribute to digital education processes. While various studies search the…
Descriptors: Computer Simulation, Distance Education, Electronic Learning, Educational Trends