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Candace Walkington; Mitchell J. Nathan; Wen Huang; Jonathan Hunnicutt; Julianna Washington – Educational Technology Research and Development, 2024
The emergence of immersive digital technologies, such as shared augmented reality (shAR), virtual reality (VR) and motion capture (MC) offers promising new opportunities to advance our understanding of human cognition and design innovative technology-enhanced learning experiences. Theoretical frameworks for embodied and extended cognition can…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Motion
Nathan Caruana; Patrick Nalepka; Glicyr A. Perez; Christine Inkley; Courtney Munro; Hannah Rapaport; Simon Brett; David M. Kaplan; Michael J. Richardson; Elizabeth Pellicano – Autism: The International Journal of Research and Practice, 2024
Autistic people often experience difficulties navigating face-to-face social interactions. Historically, the empirical literature has characterised these difficulties as cognitive 'deficits' in social information processing. However, the empirical basis for such claims is lacking, with most studies failing to capture the complexity of social…
Descriptors: Autism Spectrum Disorders, Attention, Nonverbal Communication, Eye Movements
Candace Walkington; Mitchell J. Nathan; Wen Huang; Jonathan Hunnicutt; Julianna Washington – Grantee Submission, 2023
The emergence of immersive digital technologies, such as shared Augmented Reality (shAR), Virtual Reality (VR) and Motion Capture (MC) offers promising new opportunities to advance our understanding of human cognition and design innovative technology-enhanced learning experiences. Theoretical frameworks for embodied and extended cognition can…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Motion
Ilana Dubovi – Interactive Learning Environments, 2024
Virtual reality (VR) has been shown to induce excessive affective processing, which in turn impacts the learning process and learning outcomes. Therefore, a better understanding of emotional dynamics and how emotions are instigated while learning with VR is needed. For this purpose, the students learning process with a VR simulation was captured…
Descriptors: Nonverbal Communication, Psychological Patterns, Learner Engagement, Computer Simulation
Ece Apan; Muharrem Özdemir – Turkish Online Journal of Educational Technology - TOJET, 2024
The use of virtual museums in cultural transfer is an interdisciplinary approach of significant importance. Virtual museums play a crucial role in cultural transfer by digitally preserving cultural heritage. This article examines the educational role of virtual museums as a key tool in cultural transfer, particularly in the context of representing…
Descriptors: Role of Education, Museums, Electronic Learning, Cultural Education
Gruber, Alice; Kaplan-Rakowski, Regina – Research-publishing.net, 2022
Virtual Reality (VR) offers language learners a valuable environment for practicing language skills and other aspects essential for language development, interaction, and negotiation of meaning. For example, speaking practice in VR using avatars can reduce speaking anxiety and increase users' sense of agency. Social spaces in VR present…
Descriptors: Computer Simulation, Verbal Communication, Nonverbal Communication, Second Language Learning
Candace Walkington; Mitchell J. Nathan; Jonathan Hunnicutt; Julianna Washington; Monique Zhou – Grantee Submission, 2024
Dynamic geometry software (DGS) has long been studied in mathematics education as a way for students to explore and interact with geometric objects and figures. Recent advances in Augmented Reality (AR) technologies that allow dynamic three-dimensional mathematical objects to appear in students' environment as holograms have changed the nature of…
Descriptors: Computer Software, Geometry, Computer Simulation, Educational Technology
Lynn Long; Avgoustos Tsinakos – Journal of Interactive Learning Research, 2025
Development of effective oral presentation skills is an essential component of entrepreneurship education, but class size and time constraints can limit opportunities to practice and receive quality feedback. Immersive virtual reality can provide time- and place-independent opportunities to hone presentation skills in diverse settings with…
Descriptors: Computer Simulation, Computer Uses in Education, Public Speaking, Skill Development
Chen, Hsin-I; Sevilla-Pavón, Ana – Language Learning & Technology, 2023
This study examines how English-as-lingua-franca (ELF) learners employ semiotic resources, including head movements, gestures, facial expression, body posture, and spatial juxtaposition, to negotiate for meaning in an immersive virtual reality (VR) environment. Ten ELF learners participated in a TaiwanSpain VR virtual exchange project and…
Descriptors: Computer Mediated Communication, Computer Simulation, English (Second Language), Second Language Learning
Wen Huang; Candace Walkington; Mitchell J. Nathan – Grantee Submission, 2023
This study investigates how learners collaboratively construct embodied geometry knowledge in shared VR environments. Three groups of in-service teachers collaboratively explored six geometric conjectures with various virtual objects (geometric shapes) under the guidance of a facilitator. Although all the teachers were in different physical…
Descriptors: Cooperative Learning, Geometry, Mathematics Education, Computer Simulation
Wen Huang; Candace Walkington; Mitchell J. Nathan – International Journal of Computer-Supported Collaborative Learning, 2023
This study investigates how learners collaboratively construct embodied geometry knowledge in shared VR environments. Three groups of in-service teachers collaboratively explored six geometric conjectures with various virtual objects (geometric shapes) under the guidance of a facilitator. Although all the teachers were in different physical…
Descriptors: Cooperative Learning, Geometry, Mathematics Education, Computer Simulation
Çini, Ahsen; Järvelä, Sanna; Dindar, Muhterem; Malmberg, Jonna – Metacognition and Learning, 2023
Metacognitive awareness is knowing about learners' own thinking and learning, facilitated by introspection and self-evaluation. Although metacognitive functions are personal, they cannot be explained simply by individual conceptions, especially in a collaborative group learning context. This study considers metacognitive awareness on multiple…
Descriptors: Metacognition, Video Technology, Measures (Individuals), Problem Solving
Julianna Washington; Candace Walkington – Grantee Submission, 2024
This article explores the use of Extended Reality (XR) technologies, such as Augmented Reality (AR) and motion capture, in mathematics instruction, specifically focusing on geometry learning. Our research highlights the challenges students face in learning geometry due to its abstract nature and the potential of XR technologies to create…
Descriptors: Mathematics Instruction, Geometry, Physical Environment, Simulated Environment
Tu, Xintian; Danish, Joshua; Humburg, Megan; Zhou, Mengxi; Mathayas, Nitasha; Enyedy, Noel; Jen, Tessaly – International Journal of Computer-Supported Collaborative Learning, 2023
While there is increased interest in using movement and embodiment to support learning due to the rise in theories of embodied cognition and learning, additional work needs to be done to explore how we can make sense of students collectively developing their understanding within a mixed-reality environment. In this paper, we explore embodied…
Descriptors: Science Education, Computer Simulation, Nonverbal Communication, Concept Formation
Vlasios Kasapakis; Elena Dzardanova; Spyros Vosinakis; Androniki Agelada – Interactive Learning Environments, 2024
Non-Verbal Cues (NVCs) add to communication effectiveness among individuals in both real and virtual world. Thus, NVCs transference between the two receives increased attention from both the industry and research community. Their efforts lead to sophisticated technological solutions which allow high fidelity NVCs to be transferred from real…
Descriptors: Sign Language, Nonverbal Communication, Cues, Computer Simulation