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Sandra J. Miles; Katherine N. Vela – Journal for STEM Education Research, 2025
Increasing representation of women and minorities in STEM disciplines is imperative. We employ Social Identity Theory in conjunction with Self-Determination Theory to explain how STEM-related stereotypes keep students from following STEM pathways. We conducted an experimental investigation using 70 10th-grade students to determine if exposure to…
Descriptors: STEM Education, Disproportionate Representation, Stereotypes, STEM Careers
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Onok Yayang Pamungkas; Suci Paresti; Tjaturningsih Rosdiana; Ika Mustika; Tatang Subagyo; Fitri Puji Rahmawati – Educational Process: International Journal, 2025
Background/purpose: This study aims to examine the effectiveness of integrating Augmented Reality (AR) technology in literary psychology education for students with special needs in the context of inclusive education. Materials/methods: Using a mixed-method approach, the study involved 120 students from three disability categories (dyslexia,…
Descriptors: Computer Simulation, Inclusion, Students with Disabilities, Program Effectiveness
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Laily Nurlina; Akhmad Fauzan; Irma Galuh Prameswari; Aiman Saniwae – Educational Process: International Journal, 2025
Background/purpose: This study utilizes Artificial Intelligence (AI) and Augmented Reality (AR) to improve the intercultural literacy of foreign students communicating in Indonesia through the integration of technology and local wisdom. By integrating AI and AR, a digital book is developed for Indonesian Language for Foreign Students (in…
Descriptors: Foreign Countries, Foreign Students, Artificial Intelligence, Physical Environment
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Michaela Arztmann; Jessica Lizeth Domínguez Alfaro; Lisette Hornstra; Jacqueline Wong; Johan Jeuring; Liesbeth Kester – British Journal of Educational Technology, 2025
A distinct feature of educational games using augmented reality (AR) is that the game is played through physically interacting with the environment, whereas physical interaction is typically rather limited in other digital games. Understanding and performing the interactive game mechanics can be cognitively demanding. Adding pre-training could…
Descriptors: Computer Simulation, Artificial Intelligence, Training, Cognitive Processes
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Elif Tuna Pusa; Serkan Dinçer – SAGE Open, 2025
This meta-synthesis study examines the use of digital assessment tools in education, focusing on their prevalence, benefits, limitations, and recommendations for effective integration into teaching processes. Based on 41 empirical studies published between December 2012 and January 2023, this study follows the thematic synthesis approach proposed.…
Descriptors: Student Evaluation, Portfolio Assessment, Electronic Publishing, Computer Assisted Testing
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Bin Shen; Weili Xing; Ziqian Lin; Michael Yi-Chao Jiang; Di Zou; Morris Siu-Yung Jong – Asia-Pacific Education Researcher, 2025
Writing is closely related to contextual experiences about the topics. However, in traditional EFL writing classes, learners' lack of in-depth experience in learning contexts may be the leading cause rendering students' poor writing performance. To address this problem, a quasi-experimental study was conducted to investigate the impacts of a…
Descriptors: Technology Uses in Education, Video Technology, Computer Simulation, Technology Integration
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LeaAnne Daughrity; Candace Walkington; Max Sherard – Grantee Submission, 2025
This study investigates the use of GeoGebra, a Dynamic Geometry Software (DGS) for math learning in Virtual Reality (VR) using head-mounted displays. We conducted a study with n = 20 middle school students receiving a mathematics tutoring intervention over time in a VR environment. Using theories of embodied cognition and playful mathematics, this…
Descriptors: Mathematics Education, Computer Software, Educational Technology, Computer Simulation
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Sergio Alejandro Rodríguez Jerez; Juan Sebastián Leyva Casas; Marialejandra Rueda Osorio – Educational Process: International Journal, 2025
Background/purpose: The incorporation of generative artificial intelligence (AI) into higher education is transforming competency-based learning by enabling adaptive, interactive, and immersive environments. This study aimed to design and evaluate an innovation mechanism that integrates AI agents with 3D interfaces, focusing not only on technical…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Technology, Technology Integration
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Regiani Guarnieri; Tania Brusque Crocetta; Jennifer Yohanna Ferreira de Lima Antão; Celia Guarnieri; Thaiany Pedrozo Campos Antunes; Renata Thaís de Almeida Barbosa; Luiz Carlos de Abreu; Carlos Bandeira de Mello Monteiro – Education and Information Technologies, 2025
Evidence suggests a relationship between literacy and numeracy skills and cognitive abilities, which could be improved by augmented reality (AR) games. This study aimed to investigate to what degree the performance in a literacy and numeracy skills AR game explains associations between total reaction time (TRT) and educational achievement…
Descriptors: Literacy, Numeracy, Cognitive Ability, Computer Simulation
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Dawn M. Woods; Linda Doornbos; Cynthia Carver – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2024
This qualitative study investigated how mixed-reality simulations supported the development of justice-oriented core teaching practices within a large elementary education program. Told from the point-of-view of two methods instructors, using candidates' written and oral reflections, the authors examined the use of Mursion[R] mixed reality…
Descriptors: Social Justice, Elementary Education, Computer Simulation, Computer Software
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Priyan L. Jayamaha – International Journal of Technology in Education and Science, 2024
This study investigates the challenges of teaching history to primary school students and the endeavour to develop a board game, supported by educational apps and augmented reality, to enhance the learning experience. The initiative is in response to the New Zealand Ministry of Education's mandate that New Zealand's history must be taught in all…
Descriptors: Elementary School Students, Foreign Countries, Games, Class Activities
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Xiaozhe Yang; Pei-Yu Cheng; Xin Liu; Sheng-Pao Shih – Education and Information Technologies, 2024
This paper presents a new art metaverse prototype, constructed using virtual reality technology to create an immersive scene with a specific artistic style and integrate virtual avatar technology to allow interaction with characters in the art painting. Ninety-six college students participated in the study, divided into two groups: the virtual…
Descriptors: Computer Simulation, Simulated Environment, Art Education, Technology Uses in Education
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Chaoying He; Jingying Chen; Kun Zhang – Interactive Learning Environments, 2024
Issues with joint attention, especially avoiding eye contact with others, are considered one of the core defects found in the early stages of children with autism spectrum disorder (ASD). This study is the first to use pupil reflection technology, which can be used to present an image of the participants within the virtual character's eyes on the…
Descriptors: Attention, Autism Spectrum Disorders, Symptoms (Individual Disorders), Computer Simulation
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Nurten Gündüz; Mehmet Sincar – International Journal of Contemporary Educational Research, 2024
The metaverse which is considered as the digital big bang of humanity and the next evolution of the internet is anticipated to offer a living environment for civilization 5.0 and beyond in various domains including education. Each novice technology that enters our daily lives generates also fear, anxiety, and problems as well as hope, benefit, and…
Descriptors: Higher Education, Computer Simulation, Ethics, Computer Security
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Pengfei Yang – Education and Information Technologies, 2024
This article explores the effectiveness of virtual reality (VR) interventions in reducing anxiety and stress among music students, employing a quantitative, experimental methodology. Utilizing the State-Trait Anxiety Inventory (STAI) and the Perceived Stress Scale (PSS) as measurement tools, the study engaged 120 volunteer musicians from South…
Descriptors: Computer Simulation, Music Education, Foreign Countries, College Students
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