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Seok-Hyun Ga; Hyun-Jung Cha; Hye-Gyoung Yoon – Journal of Science Education and Technology, 2024
As augmented reality (AR) gains prevalence, various AR exhibits are being installed in science museums. However, few research has thus far examined the extent to which these exhibits can improve visitors' learning. This study qualitatively evaluates the effectiveness of an AR dinosaur exhibit at the Gwacheon National Science Museum in Korea and…
Descriptors: Exhibits, Museums, Computer Simulation, Sciences
Chen-Chung Liu; Yen-Yu Lin; Fang-ying Lo; Chia-Hui Chang; Hung-Ming Lin – Education and Information Technologies, 2025
Fostering English reading interest and engagement among young learners in non-native settings demands innovative strategies. Previous studies emphasized the role of teachers in enhancing reading interest, for example, through dialogic reading due to its interactive nature. However, this approach is challenging to implement on a large scale.…
Descriptors: Learner Engagement, Gamification, Computer Simulation, Reading Interests
Kathy A. Mills; Alinta Brown; Patricia Funnell – Australian Educational Researcher, 2024
Immersive virtual reality (VR) is anticipated to peak in development this decade bringing new opportunities for 3D multimodal designing across all levels of education. The need for students to gain capabilities with multimodal texts--texts that combine two or more modes, such as spoken, written, and visual--is emphasised at all levels of education…
Descriptors: Computer Simulation, Foreign Countries, Technology Uses in Education, History
Maisarah; Cyndi Prasetya; Lailissa’adah; Farah Nazwa; Imelja Nurul Ain – Elementary School Forum (Mimbar Sekolah Dasar), 2024
The science process skills of elementary school students in Langsa city are still relatively low, despite these skills being a crucial element in science education based on the Merdeka curriculum. Additionally, teachers have reported several challenges, including the presence of abstract science material, textbooks that use two-dimensional…
Descriptors: Foreign Countries, Science Process Skills, Computer Simulation, Elementary School Students
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
Tao Xie; Hanyu Zhang; Yunong Yang – Education and Information Technologies, 2025
A significant body of research has focused on the impact of immersive virtual reality (IVR) on vocabulary retention, but little is known about how to integrate language learning theories in IVR-mediated vocabulary learning. This study aims to examine the effect of IVR that integrate input processing model on vocabulary retention for elementary…
Descriptors: Computer Simulation, Linguistic Input, Models, Second Language Learning
Osman Urhan; Ercan Akpinar – Science Insights Education Frontiers, 2024
Recently, Virtual reality (VR) technologies have started to be used increasingly in the field of education, as in many other fields. With the widespread use of virtual reality applications, there is a need to investigate the effects of virtual reality applications in the field of education. The results obtained from these researches can contribute…
Descriptors: Student Attitudes, Elementary School Students, Elementary School Science, Science Instruction
Alvaro M. Lozano-Tarazona; Diego Mauricio Rivera Pinzón – Interactive Learning Environments, 2024
This study is related to the transfer of the header motor skill in soccer from a virtual reality (VR) sport's training to the real world. A total of 61 children (37 females) between 9 and 11 years of age were distributed into three groups: a control group without training; a second group that was trained in an original VR environment developed by…
Descriptors: Team Sports, Psychomotor Skills, Skill Development, Computer Simulation
Zhong Zhengtao; Riyan Hidayat – Mathematics Teaching Research Journal, 2025
Incorporating technology into educational processes is increasingly necessary to address the complexities of contemporary learning environments. This study investigates the impact of Augmented Reality (AR) on the academic performance of third-grade students in the areas of graphs and geometry. A quasi-experimental design was employed, comparing a…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Mathematics Achievement
Orakarn Laoharutanun; Noawanit Songkram; Danupol Hoonsopon – Journal of Information Technology Education: Research, 2025
Aim/Purpose: The study investigated how immersive learning environments could be used to encourage student engagement and reuse intentions by integrating desktop augmented reality (AR) into the classroom among primary school students. Background: This paper addresses the potential applications of immersive technology for younger learners and…
Descriptors: Foreign Countries, Computer Simulation, Elementary School Students, Computer Uses in Education
Yimiao Yan; Yibin Zheng; Xindong Ye – Education and Information Technologies, 2025
As an effective teaching method, digital storytelling has gained significant prominence in the field of education in recent years. In contemporary digital storytelling instruction, stories are often presented through interactive whiteboards, computers, smartphones, or tablets. The introduction of immersive virtual reality (IVR) technology makes…
Descriptors: Teaching Methods, Story Telling, Electronic Learning, Self Control
Peng Zhang; Jiangxu Li; Su Cai – British Journal of Educational Technology, 2025
Augmented reality (AR) games offer significant potential to enhance learning experiences, yet the impact of when these games are introduced during the educational process remains underexplored. This study explored how the timing of providing the AR game influenced learners' achievement, satisfaction and acceptance. Using a quasi-experimental…
Descriptors: Simulated Environment, Computer Simulation, Educational Technology, Educational Games
Kathy A. Mills; Alinta Brown – Learning, Media and Technology, 2025
Extended reality technologies -- mixed, augmented, and virtual reality, and future-related technologies -- are rapidly expanding in many fields, with underexplored potentials for multimodal composition in digital media environments. This research generates new knowledge about the novel wearable technology -- smart glasses -- to support elementary…
Descriptors: Elementary School Students, Technology Uses in Education, Geometric Concepts, Spatial Ability
Johan Lind – Design and Technology Education, 2024
Given the profound influence that technology has on society, shaping our behaviours, conversations, and decisions, it is essential to understand its development and nature. Obtaining a complete understanding of technology requires us to explore both the nature of technology and its historical aspects. This study examines how using supportive…
Descriptors: Computer Simulation, Technology Uses in Education, Information Technology, Interaction
S. Fowler; J. P. Kennedy; C. Cutting; F. Gabriel; S. N. Leonard – International Journal of Technology and Design Education, 2024
This study examines the impact of a learning design focussed on providing guided autonomy within a virtual makerspace on the spatial thinking, anxiety and learning creativity of participating students. The learning design deployed within the virtual makerspace was consistent with the learning principles espoused by Self-Determination Theory in…
Descriptors: Self Determination, Shared Resources and Services, Electronic Learning, Spatial Ability