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Showing 1 to 15 of 21 results Save | Export
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Tiansheng Xia; Minyan Tan; Jiayue Guo – Education and Information Technologies, 2024
Attention and emotional states are crucial factors that influence the learning quality of learners engaged in online learning. Nevertheless, controversies exist regarding the effectiveness of enhancing attention and emotions compared to face-to-face learning. Through a comparative analysis of learners' attention and emotional states in…
Descriptors: Computer Simulation, Technology Uses in Education, Educational Technology, Attention
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Kai-Hsin Tai; Jon-Chao Hong – Education and Information Technologies, 2025
Stellar observation, encompassing the study of star formation, stellar properties, and the governing physical laws, presents a readily accessible topic for many learners; however, many stargazing beginners may find it challenging. By applying the supplemental Gollin effect within animated display and the haptic effect of game-like play with a…
Descriptors: Computer Simulation, Astronomy, Self Efficacy, Interests
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Adam Dabrowski; Ayako Yokogawa – Vocabulary Learning and Instruction, 2025
Flow is described as a state in which people become so involved or engrossed in an activity that nothing else seems to matter (Csikszentmihalyi, 2009). This state of consciousness seems to occur when a person is involved in a task and seemingly unable to stop. Flow states are marked by (a) a perceived balance of skills and challenge, (b)…
Descriptors: Computer Simulation, Game Based Learning, Vocabulary, Attention
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Alejandra Ruiz-Segura; Andrew Law; Sion Jennings; Alain Bourgon; Ethan Churchill; Susanne Lajoie – Journal of Computer Assisted Learning, 2024
Background: Flying accuracy is influenced by pilots' affective reactions to task demands. A better understanding of task-related emotions and flying performance is needed to enhance pilot training. Objective: Understand pilot trainees' performance and emotional dynamics (intensity, frequency and variability) based on training phase and difficulty…
Descriptors: Foreign Countries, Flight Training, Aviation Technology, Computer Simulation
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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
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Daniela Decker; Martin Merkt – Journal of Computer Assisted Learning, 2024
Background: Virtual reality (VR) offers much potential for learning, but it challenges learners' orientation. Objectives: This paper investigates whether it is possible to use light or movement cues to facilitate orientation in a search task in a desktop-VR environment so that participants can better attend to the learning content presented…
Descriptors: Cues, Educational Technology, Computer Simulation, Light
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Ling Wu; Shuxin Wang – Education and Information Technologies, 2025
Contemporary technological advancements offer new possibilities for enhancing user creativity. We aimed to explore how technology can boost student creativity to meet the twenty-first century's demand for innovative talent. Based on the 4P model of creativity (person, process, product, and press) and constructivist theory, a virtual reality (VR)…
Descriptors: Computer Simulation, Brain, Biofeedback, Creativity
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Hsiu-Ling Chen; Abebayehu Yohannes; Ning-Li Hung – British Journal of Educational Technology, 2025
The escape room game is an example of digital game-based learning that has become a popular learning tool in recent years. However, not enough is known about enthusiasm for and promising reports of the use of escape rooms in education. The purpose of this study was to investigate the effects of escape room game-based civics education on eighth…
Descriptors: Game Based Learning, Computer Games, Computer Simulation, Video Games
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Yung-Chi Lin – Technology, Pedagogy and Education, 2024
The purpose of this study was to compare two simulated classrooms (virtual vs physical) in terms of how they affect pre-service teachers' perceptions and noticing ability. A total of 57 pre-service elementary school teachers participated in this study (28 in virtual Cartoon Classroom and 29 in physical Bear Classroom). The results were mixed. In…
Descriptors: Virtual Classrooms, Computer Simulation, Preservice Teachers, Elementary School Teachers
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Carolina Alcantar-Nieblas; Leonardo David Glasserman-Morales; Ernesto Armando Pacheco-Velazquez; Sergio Augusto Ramírez Echeverri – Journal of Applied Research in Higher Education, 2025
Purpose: The present study examined the psychometric properties of the EGame-flow scale in a Mexican sample, presenting evidence of construct validity (exploratory factor analysis and confirmatory factor analysis), reliability (Cronbach's alpha and McDonald's omega) and discriminant validity (mean variance extracted). Design/methodology/approach:…
Descriptors: Psychometrics, Test Validity, Test Reliability, Foreign Countries
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Silvia Heubach; Tuyetdong Phan-Yamada – Journal of Statistics and Data Science Education, 2025
We describe a hands-on project in which students collect data on the impact of distracted driving on driver reaction time. Initially they do this in class via a virtual driving applet, using themselves and fellow students as test subjects. Different applet versions simulate driving with and without distraction and measure the time it takes to…
Descriptors: Statistics, Relevance (Education), Student Projects, Experiential Learning
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Young-Eun Jeon; Joon-Yong Ji; Hun-Gi Hong – Journal of Chemical Education, 2024
Herein, we developed a mobile augmented reality (AR) application that can recognize chemical bonding by arranging markers on which atoms are augmented, in accordance with the specific characteristics of actual chemical bonding. From an educational affordance perspective, the development targets for AR application were selected to recognize…
Descriptors: Computer Simulation, Handheld Devices, Telecommunications, Computer Oriented Programs
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Ilia Kuzminov; Alexey Vokhmin; Kristina Sharaeva; Maxim Likhanov; Angelika Markovnikova; Andrey Vladimirovich Lyamin; Mikhail Vyacheslavovich Kurushkin – Journal of Chemical Education, 2024
Application of modern technologies, including virtual reality (VR) and eye-tracking (ET), to educational practice has been vigorously researched over the past decade with a focus on enhancing and improving school and university educational process and students' results. The main aim of this technological report is to describe an implementation of…
Descriptors: Eye Movements, Chemistry, Science Instruction, Technology Uses in Education
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Jing Chen; Nur Azlina Mohamed Mokmin – Education and Information Technologies, 2024
In visual arts education, understanding abstract concepts and intricate symbolism is crucial for appreciating traditional art. However, traditional teaching methods often fail to facilitate students' grasp of these ideas, resulting in reduced engagement and inefficient learning. To overcome this, our study integrates Augmented Reality (AR)…
Descriptors: Elementary School Students, Cognitive Processes, Visual Arts, Art Education
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Mirjana Maricic; Zsolt Lavicza – Education and Information Technologies, 2024
Emerging technologies can potentially transform education through student engagement. The aim of our study is threefold. Firstly, we aspired to examine the validity and reliability of Reeve and Tsengs' 4-construct (emotional, behavioral, cognitive, and agentic) engagement scale (EBCA scale). Secondly, we aimed to examine whether and to what extent…
Descriptors: Learner Engagement, Technology Integration, STEM Education, Technology Uses in Education
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