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Al-Duhani, Fatma; Saat, Rohaida Mohd; Abdullah, Mohd Nor Syahrir – Malaysian Online Journal of Educational Sciences, 2023
In the aftermath of the COVID-19 pandemic, many education systems around the world have recognized the value of using technology such as virtual laboratories to teach science subjects. This study aimed to explore the effectiveness of using a virtual laboratory on grade eight students in learning about electricity-related topics. A…
Descriptors: Educational Technology, Grade 8, Science Achievement, Energy
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Naska Goagoses; Heike Winschiers-Theophilus; Selma Auala; Nicolas Pope; Erkki Rötkönen; Helvi Itenge; Calkin Suero Montero; Tomi Suovuo; Erkki Sutinen – Technology, Knowledge and Learning, 2025
Mixed reality (MR) provides new opportunities and affordances for fostering student engagement in remote learning. The current qualitative case study set out to (1) explore teachers' perspective of academic engagement in traditional classrooms, (2) explore how teachers' and students' envision engaging lessons using MR for remote learning, and (3)…
Descriptors: Distance Education, Computer Simulation, Learner Engagement, Teacher Attitudes
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Sophia Rapti; Theodosios Sapounidis; Sokratis Tselegkaridis – Early Childhood Education Journal, 2025
Recent developments in technology have introduced new tools, such as virtual reality, into the learning process. Although virtual reality appears to be a promising technology for education and has been adopted by a few schools worldwide, we still do not know students' and educators' opinions, preferences, and challenges with it, particularly in…
Descriptors: Student Attitudes, Teacher Attitudes, Computer Simulation, Preschool Teachers
Drake, Eric W. – ProQuest LLC, 2022
This study was designed to identify the impact of virtual reality (VR) and the virtual reality learning environment (VRLE) on the assessment outcomes of students in a middle school life sciences unit of study. The experiment was a quantitative 2 x 3 repeated measure mixed group quasi-experimental design with three variables. The two independent…
Descriptors: Educational Technology, Computer Simulation, Middle School Students, Science Instruction
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Liu, Ruixue; Wang, Lei; Koszalka, Tiffany A.; Wan, Kun – Journal of Computer Assisted Learning, 2022
Background: Immersive virtual reality (IVR) applications that support student learning have gained increasing interest. However, empirical studies exploring the educational potential of using IVR in primary school science classrooms are lacking. Objectives: This study developed a series of IVR science lessons for primary school students and…
Descriptors: Computer Simulation, Educational Technology, Elementary School Science, Science Instruction
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Tseng, Yi-Kuan; Lin, Fan-Sheng; Tarng, Wernhuar; Lu, Yu-Ling; Wang, Tzu-Ling – Journal of Baltic Science Education, 2023
Physical and virtual labs have unique capabilities that can influence how students learn from them. The purpose of this study was to examine the effect of physical and virtual manipulatives on students' learning of heat and temperature and to examine the influence of various combinations of physical and virtual manipulatives. A total of 205…
Descriptors: Science Laboratories, Elementary School Science, Elementary School Students, Computer Simulation
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Ukdem, Serife; Çetin, Hatice – International Online Journal of Education and Teaching, 2022
The purpose of this study is to examine the effect of using concrete and virtual manipulatives relevant fractions subject to 3rd grade students' understanding of fractions and motivation towards mathematics lessons. The study group consists of 61 students studying in three different classes at the 3rd grade level of a private primary school in…
Descriptors: Mathematics Instruction, Manipulative Materials, Computer Simulation, Fractions
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Villena Taranilla, Rafael; Cózar-Gutiérrez, Ramón; González-Calero, José Antonio; López Cirugeda, Isabel – Interactive Learning Environments, 2022
Virtual Reality is an emerging educational technology due to its potential immersive, interactive and imaginative characteristics supporting pupils in the learning process towards meaningful learning. Furthermore, the current teaching of history is generally too traditional, making the subject being perceived as pointless and boring by students.…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, History Instruction
Katherine T. Horlock – ProQuest LLC, 2020
Statement of Purpose and Method of Study: Oculus Rift immersive virtual reality includes a headset and a computer and immerses the user into a three-dimensional experience. Immersive virtual reality learning experiences with classroom discussions are emergent, novel instructional methods. This standard exploratory study investigated an…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Conventional Instruction
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Alqarni, Turki – Journal of Baltic Science Education, 2021
This study examined the impact of the Augmented reality (AR) use on Jordanian 6th grade students' attitudes towards science and their learning outcomes. A quantitative quasi-experimental study is preceded with the Pre-test and Post-test control group design model, where 24 students who identified to have special needs participated in this study…
Descriptors: Computer Simulation, Teaching Methods, Grade 6, Student Attitudes
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Wang, Yang – International Journal of Science Education, Part B: Communication and Public Engagement, 2022
This study is to examine the effects of AR Game-based science learning on students' engagement, learning performance, and satisfaction towards physics learning. Based on the marker-based AR technology, an Augmented Reality Game-based Science Learning (ARGSL) system was designed and developed to support students' physics learning. A…
Descriptors: Computer Simulation, Game Based Learning, Learner Engagement, Physics
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Yildirim, Ismet; Seckin Kapucu, Munise – Journal of Education in Science, Environment and Health, 2021
The role of technology literacy in education, which is one of the 21st century skills that students should have, is very important. This study examines the effect of augmented reality (AR) applications, which is a new technology, on students' academic achievement and the level of recalling the learned knowledge. In this study, quasi-experimental…
Descriptors: Computer Simulation, Grade 6, Science Education, Science Achievement
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Fiorella, Logan; Kuhlmann, Shelbi; Vogel-Walcutt, Jennifer J. – Journal of Educational Computing Research, 2019
This study tested the effects of implementing a narrative computer-based educational game within a middle-school math class. Gameplay consisted of navigating through a virtual spaceship and completing missions by periodically engaging in learning-by-teaching activities that involved helping an avatar solve math problems. In a pretest/posttest…
Descriptors: Mathematics Instruction, Middle School Students, Secondary School Mathematics, Teaching Methods
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Hao, Kuang-Chung; Lee, Lai-Chung – Interactive Learning Environments, 2021
This study developed four AR games and investigated their influence on learning in a Grade 5 English course by integrating theories of digital game-based learning, the attention relevance confidence-satisfaction (ARCS) model, and different types of digital games. Moreover, the elements between AR game design and the ARCS model were examined. 147…
Descriptors: Computer Simulation, Educational Games, Grade 5, Game Based Learning
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Hannel, Stacey L.; Cuevas, Joshua – Georgia Educational Researcher, 2018
This study was conducted to investigate whether or not computer-based simulations had a greater impact on science achievement compared to traditional hands-on methods for middle school students in an on-level science course. The study also sought to determine if either method had an impact on retention as well as motivation. The participants in…
Descriptors: Science Achievement, Student Motivation, Computer Simulation, Hands on Science
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