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Lin, Yung-Chi – British Journal of Educational Technology, 2023
This study proposed a low-cost, easy to set up and easy to modify virtual classroom simulation environment, "CartoonClass," and tested its impact on 27 pre-service primary school teachers' noticing development during a semester-long mathematics methods course. The participants' perceptions of using CartoonClass were also examined. A…
Descriptors: Virtual Classrooms, Computer Simulation, Preservice Teachers, Elementary School Teachers
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
Shuhui Li; Xinyue Jiao; Su Cai; Yihua Shen – British Journal of Educational Technology, 2025
This design-based research project explored how various design features of AR-based learning environments (ARLE) influence students' mathematics self-efficacy and learning of kinematics. Specifically, five ARLEs with different design features were developed and implemented with 136 seventh-grade students in two rounds. Data were gathered from pre-…
Descriptors: Computer Simulation, Mathematics Instruction, Self Efficacy, Mathematical Concepts
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
Han, Insook – British Journal of Educational Technology, 2021
In response to the increased attention and interest related to the application of virtual reality with head-mounted displays in education, this study examined the elementary students' perceptions of using immersive virtual field trips (VFTs) in the classroom. Reflection papers from 25 students were analyzed and triangulated with field notes from…
Descriptors: Field Trips, Computer Simulation, Elementary School Students, Student Attitudes
Drljevic, Neven; Boticki, Ivica; Wong, Lung-Hsiang – British Journal of Educational Technology, 2022
This paper presents the results of a study into the different facets of student engagement during interactive augmented reality experiences presented on individual tablet computers to students in early primary school. The study was conducted as part of a pilot research project "SCOLLAm," researching various approaches to learning with…
Descriptors: Learner Engagement, Computer Simulation, Educational Technology, Handheld Devices
Xin Gong; Weiqi Xu; Shufan Yu; Jingjing Ma; Ailing Qiao – British Journal of Educational Technology, 2025
Tangible programming tools have become a mainstream teaching aid in gamification programming learning (GPL) due to their interactivity and ability to enhance novice learners' computational thinking and spatial reasoning skills. However, comparing the relative efficacy of different programming tools that simultaneously support these skills was not…
Descriptors: Computation, Thinking Skills, Spatial Ability, Gamification
Liu, Ze-Min; Fan, Xianli; Liu, Yujiao; Ye, Xin-dong – British Journal of Educational Technology, 2022
Children's unexpected cardiac arrest warrants cardiopulmonary resuscitation (CPR) by kindergarten teachers. Yet, recent research revealed trained personnel reporting poor transfer of acquired skills during real-world emergencies with conventional CPR training. Immersive virtual reality (IVR) training induces a greater sense of presence and agency…
Descriptors: Kindergarten, Preservice Teachers, First Aid, Computer Simulation
Yu-Ting Chen; Ming Li; Mutlu Cukurova; Morris Siu-Yung Jong – British Journal of Educational Technology, 2024
Writing is a fundamental skill linked closely with academic achievement, day-to-day communication, formal negotiations, and more. However, due to their lack of contextual experience, learning to write has been a demanding and complex cognitive process for most learners. As a result, learners struggle to exhibit positive learning behaviours and…
Descriptors: Feedback (Response), Computer Simulation, Video Technology, Writing Ability
Enrico Gandolfi; Richard E. Ferdig; Karl W. Kosko – British Journal of Educational Technology, 2024
Teacher education has begun to embrace the use of 360 videos to improve preservice teachers' (PSTs) engagement and immersion. While recent research on such use is promising overall, there are specific questions that have been left unanswered about the construct of presence in 360 videos. More specifically, research has yet to fully explore how…
Descriptors: Computer Simulation, Teacher Education Programs, Video Technology, Preservice Teachers
Chen, Yu-Ting; Li, Ming; Huang, Chang-Qin; Han, Zhong-Mei; Hwang, Gwo-Jen; Yang, Gang – British Journal of Educational Technology, 2022
Writing is a recording process involving complex dynamic behaviours, which is closely connected with authentic contexts. A free authentic context can form a link with students' life experience and their prior knowledge, so that students' deep writing skills can be stimulated. However, in traditional writing activities, the lack of authentic…
Descriptors: Foreign Countries, Elementary School Students, Computer Simulation, Writing (Composition)
Han, Insook – British Journal of Educational Technology, 2020
The purpose of this study was to investigate the influence of immersive virtual field trips (VFTs) with head-mounted displays (HMDs) on the presence and perceived learning. A mixed-method approach was used to obtain an overall understanding of students' experiences with this immersive technology in an elementary classroom. Both quantitative and…
Descriptors: Field Trips, Computer Simulation, Program Effectiveness, Elementary School Students
Lee, Silvia Wen-Yu; Shih, Meilun; Liang, Jyh-Chong; Tseng, Yi-Chen – British Journal of Educational Technology, 2021
The purpose of this study was to investigate the affordances of participatory simulations by comparing students' models of engagement and science learning outcomes in a multi-team participatory simulated game (MPSG) and a single-team participatory simulated game (SPSG). Two versions of a mobile-based game about marine fishery management were…
Descriptors: Learner Engagement, Animal Husbandry, Marine Education, Ecology
Makransky, Guido; Petersen, Gustav B.; Klingenberg, Sara – British Journal of Educational Technology, 2020
Science-related competencies are demanded in many fields, but attracting more students to scientific educations remains a challenge. This paper uses two studies to investigate the value of using Immersive Virtual Reality (IVR) laboratory simulations in science education. In Study 1, 99 (52 male, 47 female) seventh (49) and eighth (50) grade…
Descriptors: Computer Simulation, Technology Integration, Science Interests, Science Careers
Petersen, Gustav B.; Klingenberg, Sara; Mayer, Richard E.; Makransky, Guido – British Journal of Educational Technology, 2020
Immersive Virtual Reality (IVR) is being used for educational virtual field trips (VFTs) involving scenarios that may be too difficult, dangerous or expensive to experience in real life. We implemented an immersive VFT within the investigation phase of an inquiry-based learning (IBL) climate change intervention. Students investigated the…
Descriptors: Field Trips, Educational Technology, Technology Uses in Education, Computer Simulation
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