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Ana Ester Garcia de Paiva Pinheiro; Ana Regina Mizrahy Cuperschmid; Felipe Corres Melachos – Turkish Online Journal of Educational Technology - TOJET, 2025
Furniture assembly is often perceived as a confusing and demotivating task, especially when relying on traditional manuals and/or online videos, which can be mis. Do It Yourself (DIY) furniture manufacturing can be even more challenging, as it requires not only assembly steps but also material fabrication stages, often demanding access to advanced…
Descriptors: Furniture, Computer Simulation, Manufacturing, College Students
Yanan Dai; Abdullah Al Mamun; Mohammad Enamul Hoque; Mengling Wu; Yanan Cai – Journal of Computer Assisted Learning, 2025
Background: Virtual reality (VR) provides a unique immersive teaching experience and brings significant changes to existing education models. However, barriers may influence the resistance to and non-adoption of VR. Objectives: Grounded in innovation resistance theory (IRT), this study thus examined the resistance attitudes and non-adoption…
Descriptors: Educational Technology, Technology Integration, Innovation, Resistance (Psychology)
Sara Park; Wanying Sui; Aylin Celik-Zencir; Timothy N. Tansey – Rehabilitation Research, Policy, and Education, 2025
Background: The rapid advancement of generative artificial intelligence (GenAI) presents both opportunities and challenges for rehabilitation counselor education, particularly in preparing students for complex clinical practice. Objective: This study examined the use of GenAI to support simulated client role-play training in a graduate-level…
Descriptors: Artificial Intelligence, Rehabilitation Counseling, Counselor Training, Role Playing
Tammy Jorgensen Smith; Howard Kaplan; Estefania Simon; Larry Tartaglino; Anthony Denham; Jaimie Timmons; Juliana Cortes – Rehabilitation Research, Policy, and Education, 2025
Background: Competitive, integrated employment (CIE) rates for individuals with disabilities have continued to be much lower than their peers without disabilities. Integration of advanced technologies to develop and refine innovative, scalable, and sustainable programs that promote CIE in high-demand, economically self-sustaining fields will lead…
Descriptors: Artificial Intelligence, Computer Simulation, Disabilities, Employment
Zhanara Malikova; Bayan Ualikhanova – International Association for Development of the Information Society, 2025
In recent years, virtual reality (VR) and artificial intelligence (AI) technologies have been widely adopted across various sectors of society, including education. We conducted a practical study to assess the effectiveness of immersive technologies in higher education institutions. The research was carried out over a period of ten weeks. Students…
Descriptors: Energy, Magnets, Higher Education, Computer Simulation
Ann-Marie Gresele; Natasha Anne Rappa; Wade Ellis; Ellin Sears; Rachael Kostusik – Issues in Educational Research, 2025
The Australian Teacher Education Ministerial Advisory Group (TEMAG) highlighted critical areas for improvement in teacher education, namely, effective pedagogies, assessment and feedback, classroom management, and collaborating with parents and the wider community. This paper describes one Australian university's implementation of a four-part…
Descriptors: Preservice Teacher Education, Computer Simulation, Computer Uses in Education, Preservice Teachers
Jiaqi Yu; André R. Denham – British Journal of Educational Technology, 2024
Mental rotation is the ability to mentally rotate two-dimensional and three-dimensional objects in one's mind. Previous studies have examined the relationship between mental rotation abilities and embodied cognition. However, conflicting findings underscore the necessity for further investigation. This study aims to investigate how different…
Descriptors: Spatial Ability, Visualization, Training, Computer Simulation
Philipp Rosendahl; Ingo Wagner – Education and Information Technologies, 2024
As a teaching and learning medium, 360° videos offer new teaching-learning experiences. Through the possibility of immersion, individual 360° panoramic images, multi-perspective viewing options and interaction possibilities, they extend the advantages of conventional video technology. To understand the potential of using 360° video technology for…
Descriptors: Video Technology, Technology Uses in Education, Teaching Methods, Learning Experience
Rikke Amalie Agergaard Jensen; Peter Musaeus; Kamilla Pedersen – Advances in Health Sciences Education, 2024
Virtual patients are increasingly used in undergraduate psychiatry education. This article reports on a systematic review aimed at providing an overview of different approaches in this context, describing their effectiveness, and thematically comparing learning outcomes across different undergraduate programs. The authors searched PubMed,…
Descriptors: Undergraduate Study, Psychiatry, Computer Simulation, Counselor Client Relationship
André de Sá Braga Oliveira; Luciano César P. C. Leonel; Edward R. LaHood; Bachtri T. Nguyen; Anahid Ehtemami; Stephen P. Graepel; Michael J. Link; Carlos D. Pinheiro-Neto; Nirusha Lachman; Jonathan M. Morris; Maria Peris-Celda – Anatomical Sciences Education, 2024
The 3D stereoscopic technique consists in providing the illusional perception of depth of a given object using two different images mimicking how the right and left eyes capture the object. Both images are slightly different and when overlapped gives a three-dimensional (3D) experience. Considering the limitations for establishing surgical…
Descriptors: Computer Simulation, Photography, Visualization, Models
Yu-Min Wang; Wan-Ching Chiu; Hsin-Hui Lin; Yi-Shun Wang; Yu-Yin Wang; I-Fan Chen – Innovations in Education and Teaching International, 2024
This study investigates the individual difference antecedents of students' behavioural intention to use VR-based learning systems, especially from an integrated perspective of Big Five personality traits and perceived physiological vulnerability to IT use (PPVITU). Data collected from 149 respondents are tested against the research model using the…
Descriptors: College Students, Computer Simulation, Human Body, Pain
Xiaohang Dong; Hui Liang; Xianghua Ding; Yawen Zhang – Education and Information Technologies, 2024
Serious game-based learning is a high-fashioned topic in educational technology which helps children learn and train their skills. Most existing literature focuses on the improvement of children's specific abilities or skills, such as reading comprehension, attention, memory, etc. However, for cognitively impaired children, it is necessary to…
Descriptors: Game Based Learning, Educational Games, Cognitive Development, Intellectual Disability
Linus Geewe; Mirela Vinerean; Ala Sarah Alaqra; John Sören Pettersson – International Journal for Technology in Mathematics Education, 2024
First-year engineering students show difficulties in connecting basic vector algebra with manipulations using the graphical representation. Experiencing vectors in real applications can improve the process of learning vectors. Thus, we introduce a unique approach for using digital technologies, namely augmented reality. We utilized a video…
Descriptors: College Freshmen, Engineering Education, Computer Simulation, Algebra
Maxine Berthiaume; Max Kinateder; Bruno Emond; Natalia Cooper; Ishika Obeegadoo; Jean-François Lapointe – Education and Information Technologies, 2024
Access to dangerous goods training for firefighters in remote areas is limited for financial and logistical reasons. Virtual reality (VR) is a promising solution for this challenge as it is cost-effective, safe, and allows to simulate realistic scenarios that would be dangerous or difficult to implement in the real world. However, rigorous…
Descriptors: Evaluation, Computer Simulation, Fire Protection, Transportation
Piia Näykki; Saara Pyykkönen; Jenni Latva-aho; Tuula Nousiainen; Emilia Ahlström; Tapio Toivanen – Journal of Computer Assisted Learning, 2024
Background: In recent years, the use of virtual reality (VR) environments for education has gained interest in research and education. However, little is known about the potential of social VR environments for collaborative learning. Objectives: This study explores pre-service teachers' (PSTs') collaborative learning and role-based drama activity,…
Descriptors: Computer Simulation, Cooperative Learning, Preservice Teachers, Drama

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