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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
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Carl Boel; Kim Dekeyser; Marijke Lemal; Tijs Rotsaert; Martin Valcke; Tammy Schellens; Dieter Struyf – TechTrends: Linking Research and Practice to Improve Learning, 2024
As augmented, virtual and mixed reality have become more user-friendly and affordable, these technologies gained increasing interest from education. Teachers all over the world are triggered by the perceived benefits and start experimenting. However, teachers encounter obstacles to pursue effective implementation. This paper describes how these…
Descriptors: Educational Technology, Barriers, Technology Integration, Computer Simulation
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Anna Flavia Di Natale; Claudia Repetto; Daniela Villani – Journal of Computer Assisted Learning, 2024
Background: Online synchronous learning in higher education frequently struggles to overcome the social presence gap, resulting in dissatisfaction and poor learning outcomes. Objectives: This study examined the effectiveness of desktop-based virtual reality (VR) social platforms compared to video conferencing (VC) platforms in enhancing students'…
Descriptors: Computer Simulation, Social Media, Computers, Teleconferencing
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Li Xiangming; Ke Wang; Yincheng Wang; Jibo He; Jingshun Zhang – Asia-Pacific Education Researcher, 2024
The inconsistent findings about learning outcomes in VR (virtual reality) learning necessitate further robustness of empirical data. This article addressed this gap by comparing the learning outcomes across VR, phone, and mobile learning on two dimensions: recall accuracy and recall speed, as well as learners' attitudes. Additionally, this paper…
Descriptors: Computer Simulation, Usability, Educational Environment, Vocabulary Development
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Aleshia Hayes; Kevin T. Martinez; Beth Karlin; Patience Wieland; Krisstal Clayton; Iqbal Rubaiyat – International Journal on E-Learning, 2024
VR has been widely acknowledged for its capacity to allow perspective-taking, increase empathy, engage learners, and facilitate experiential learning; however, the availability, accessibility, and limitations of the content have slowed implementation. One instance of this can be seen in implementing XR content to engage global citizens with…
Descriptors: Computer Simulation, Visual Aids, Video Technology, Behavior Change
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Sara Klingenberg; Robin Bosse; Richard E. Mayer; Guido Makransky – Educational Psychology Review, 2024
This study investigates the role of embodiment when learning a technical procedure in immersive virtual reality (VR) by introducing a framework based on immersion and interactivity. The goal is to determine how increasing the levels of immersion and interactivity affect learning experiences and outcomes. In a 2 × 2 factorial design, 177 high…
Descriptors: Computer Simulation, Learning Experience, Outcomes of Education, High School Students
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Emin Ibili; Melek Ölmez; Abdullah Cihan; Firat Bilal; Aysel Burcu Ibili; Nurullah Okumus; Mark Billinghurst – Interactive Learning Environments, 2024
The aim of this study is to investigate the determinants that affect undergraduate students' behavioral intentions to continue learning computer hardware concepts utilizing a Metaverse-based system. The current study examined the factors influencing students' adoption of Metaverse technology at the tertiary level using a model based on the…
Descriptors: Student Behavior, Intention, Computer Simulation, Undergraduate Students
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Adam Carreon; Sean J. Smith; Bruce Frey; Amber Rowland; Maggie Mosher – Journal of Research on Technology in Education, 2024
Virtual reality (VR) has evolved to include non-immersive to fully-immersive experiences for the classroom. This study seeks to understand the potential effects VR may offer, specifically characteristics associated with how a student experiences a VR intervention and the effects of using a VR device for learning. A group experimental design was…
Descriptors: Computer Simulation, Simulation, Comparative Analysis, Interpersonal Competence
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Piet Kommers, Editor; Inmaculada Arnedillo Sánchez, Editor; Pedro Isaías, Editor – International Association for Development of the Information Society, 2024
These proceedings contain the papers and posters of the 22nd International Conference on e-Society (ES 2024) and 20th International Conference on Mobile Learning (ML 2024), organised by the International Association for Development of the Information Society (IADIS) in Porto, Portugal, during March 9-11, 2024. The e-Society 2024 conference aims to…
Descriptors: Information Technology, Adolescents, Divorce, Health Services