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Showing 1 to 15 of 17 results Save | Export
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Nathan Williams – Journal of Experiential Education, 2024
Background: Despite access to nature-based recreation, many college students do not take advantage of these experiences to improve their mental and physical health. Virtual reality experiences provide a potential pathway to motivate this population to recreate outdoors, but research is needed to determine whether virtual recreation can lead to…
Descriptors: College Students, Student Motivation, Computer Simulation, Physical Environment
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Yu-Ting Chen; Xin-Xiang Wang; Ming Li; Mutlu Cukurova; Morris Siu-Yung Jong – Education and Information Technologies, 2025
Augmented reality (AR) has been regarded as a useful tool in writing education, with the goal of enhancing students' learning. However, questions still exist about the consistency of student motivation and their writing performance when participating in educational activities driven by AR. This study focused on AR-based writing courses, employing…
Descriptors: Computer Simulation, Simulated Environment, Physical Environment, Synthesis
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Muhammad Safuan Abdul Latip; Siti Nur Nadhirah Abdul Latip; Masliana Tamrin; Faizatul Akmal Rahim – Journal of Applied Research in Higher Education, 2025
Purpose: The study aims to explore factors that influence students' academic performance in the context of physical ergonomics and assess the mediating effect of motivation between lighting, noise, temperature, chair design and students' performance from the student's perspective. Design/methodology/approach: The research was categorised as a…
Descriptors: Foreign Countries, College Students, Human Factors Engineering, Lighting
J. B. Oleet – ProQuest LLC, 2024
This survey study, N = 44 university students, from an urban campus, measured post-pandemic digital divide perceptions, focusing on motivational, physical, skills, and usage access to ICTs through the lens of van Dijk's resources and appropriation theory. Statistical tests, including one-sample t-tests, correlation analyses, one-way and repeated…
Descriptors: Access to Computers, Disadvantaged, Urban Schools, COVID-19
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Aydin, Abdulkerim; Goktas, Yüksel – Participatory Educational Research, 2023
This study aims to examine the effects of physical variables (temperature, humidity, air quality, light, and sound) and those pertaining to the monitoring these physical variables on a group of students in terms of attention, motivation, attitudes, and perceptions of academic achievement (POA). The students were provided with a chance to monitor…
Descriptors: Foreign Countries, Undergraduate Students, Classroom Environment, Attention
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Jingru Zhang; Wan Ahmad Jaafar Wan Yahaya; Mageswaran Sanmugam; Yuting Dai – SAGE Open, 2025
The potential of educational augmented reality systems to improve students' learning performance, motivation, and cognitive load has been demonstrated by recent studies. To help students learn the design history material, this study suggests an AR-integrated learning application strategy. In this study, we use Modernism as the theoretical…
Descriptors: Cognitive Processes, Difficulty Level, Physical Environment, Simulated Environment
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Jdaitawi, Malek; Muhaidat, Fatima; Alsharoa, Ayat; Alshlowi, Abeer; Torki, Marwa; Abdelmoneim, Mona – Athens Journal of Education, 2023
Augmented reality (AR) has become a potential technology tool to improve the skills of students with learning disabilities. The effects of AR technology approach on students with learning disabilities motivation levels is considered as the research motivation. This study examined the effect of the AR on Jordanian 6th grade students' motivation…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
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Figueroa, Roberto Bacani, Jr. – Asian Association of Open Universities Journal, 2023
Purpose: The purpose of this study is to describe an educational virtual reality (VR) photo-based tour used in an online course and investigate the influence of immersive capability on the dimensions of spatial presence and their relationship with learning-related variables. Design/methodology/approach: The study employs a descriptive and an…
Descriptors: Computer Simulation, Electronic Learning, Spatial Ability, Learner Engagement
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María Pilar García-Rodríguez; Sara Conde-Velez; Manuel Delgado-García; José Carmona Márquez – Learning Environments Research, 2024
We present the validation of a questionnaire for compulsory secondary school students (seventh to tenth grade), designated "Educational learning environments for ESO pupils" (CEApA_ESO), for the purpose of evaluating learning environments. Although many instruments have been developed in this area, our work attempts to comprehensively…
Descriptors: Educational Environment, Compulsory Education, Secondary Education, Grade 7
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Laurens-Arredondo, Luis – Education and Information Technologies, 2022
The rushed introduction of online education for universities because of the current covid-19 health crisis, has started to affect the quality of education for millions of students around the world. This pandemic has emphasized the need to improve the teaching process through the use of innovating educational tools, such as mobile augmented reality…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
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Wanda Nugroho Yanuarto; Elfis Suanto; Ira Hapsari; Aulia Nisa Khusnia – Mathematics Teaching Research Journal, 2024
An Augmented Reality (AR) approach to creating a maths education app is the focus of this research. To turn the 2D floor plan into 3D objects, students will use their mobile devices to scan the cards. Students can have a better understanding of the 3D shape from various angles by interacting with virtual 3D items. Students can gain a deeper…
Descriptors: Computer Simulation, Physical Environment, Simulated Environment, Foreign Countries
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Chin-Huang Daniel Liao; Wen-Chi Vivian Wu; Venny Gunawan; Tin-Chang Chang – Asia-Pacific Education Researcher, 2024
This comparative study aimed to investigate the effects of an Augmented-Reality Game-Based Learning application, "StemUp," on the English learning performance and motivation of distinct rural and urban groups of young EFL (English as a Foreign Language) learners. Multiple sources of data collection were employed, including pre- and…
Descriptors: Game Based Learning, Physical Environment, Simulated Environment, Synthesis
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Asmaa Sakr; Tariq Abdullah – Education and Information Technologies, 2024
Virtual and Augmented Reality technologies have emerged as promising tools in the education sector, offering new possibilities for immersive learning experiences. Many researchers have focused their research on examining the potential of these technologies in education from different perspectives. However, it was discovered that there are research…
Descriptors: Computer Simulation, Technology Uses in Education, Physical Environment, Learning Analytics
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Kohnke, Lucas; Moorhouse, Benjamin Luke – Open Learning, 2021
COVID-19 has led to dramatic changes in the way teachers teach and students engage in higher education (HE). To cater for social distancing and learners' diverse needs, including being in different geographical locations from their HE instruction, different modes of teaching and learning have been adopted. One such mode is HyFlex. HyFlex sees…
Descriptors: COVID-19, Pandemics, Graduate Students, Student Motivation
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González-Zamar, Mariana-Daniela; Jiménez, Luis Ortiz; Ayala, Adoración Sánchez – Education Sciences, 2021
In recent years, the changes experienced in the educational and social field have been reflected in the growing interest in defining how the attributes of the learning space affect students. This study seeks to determine the influence exerted by the design and organization of the university classroom on motivation and social interaction. The…
Descriptors: Questionnaires, Test Construction, Test Validity, Classroom Design
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