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Yining Zhao; Yavor Bozhkov; Xiaolei Chen; Katharina Fuchs; Michael Buchfelder; Lars Fester; Daniela Souza de Oliveira; Alessandro Del Vecchio; Thomas Kinfe – Educational Technology Research and Development, 2025
To date, neuroanatomy education courses are still based on two-dimensional (2D) illustrations combined with cadaver dissections. To gain a more comprehensive understanding of neuroanatomy, we offered mixed reality experience using a head-mounted device (HMD) for medical students during their neuroanatomy course. This pilot study´s purpose was to…
Descriptors: Anatomy, Medical Education, Computer Simulation, Computer Uses in Education
Corinna S. Martarelli; Josua Dubach; Natalie Schelleis; Trix Cacchione; Sebastian Tempelmann – Educational Technology Research and Development, 2025
Virtual reality (VR) can provide access to otherwise inaccessible aspects of the world and thus promote science learning. We developed a VR learning tool about the water cycle, with 11 lessons for classroom teaching at the primary level. We assessed prior knowledge before a four-week intervention and learning outcomes directly after the…
Descriptors: Computer Simulation, Elementary School Science, Science Education, Water
Michael Lachney; Briana Green; Aman Yadav; Matt Drazin; Madison C. Allen Kuyenga; Andre Harris – Educational Technology Research and Development, 2024
In the United States, culturally responsive computing is a framework that aims to support broadening the participation of racially and linguistically diverse children in computing and technology education through bottom-up interventions that are community-oriented, technology rich, and culturally dynamic. Despite the important role that youth…
Descriptors: Culturally Relevant Education, Computer Uses in Education, Athletics, Computer Science Education
Melese Astatke; Cathy Weng; Abebayehu Yohannes; Matere M. Isaac; Wei-Kai Liou – Educational Technology Research and Development, 2024
This quasi-experimental study examined the influences of an Immersive Virtual Reality (IVR) adoption in the classroom and compared learning achievement, motivation, and perception between two versions of the learning approaches (IVR-based STREAM learning and Desktop Virtual Reality (DVR)-based STREAM learning). Twenty middle school students in the…
Descriptors: Middle School Students, Computer Simulation, Augmentative and Alternative Communication, Workstations