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Chang, Yu-Shan; Chou, Chia-Hui; Chuang, Meng-Jung; Li, Wen-Hung; Tsai, I.-Fan – Interactive Learning Environments, 2023
This study investigated the effects of teaching via virtual reality (VR) on creative design performance and creative experiential learning processes by using a pretest--post-test nonequivalent group design to sample 138 seventh graders from a junior high school in Taipei City. The main conclusions from this study are: (1) VR has significant…
Descriptors: Foreign Countries, Computer Simulation, Creativity, Design
Erif Ahdhianto; Yohannes K. Barus; M. Anas Thohir – Journal of Pedagogical Research, 2025
This study examines the role of Augmented Reality (AR) in enhancing cultural understanding through experiential learning. Using Partial Least Squares Structural Equation Modeling (PLS-SEM) with Smart PLS 4.0, we analyzed how different AR-based experiences--Simulation, Experiment 1, and Experiment 2--affect cultural diversity comprehension. Data…
Descriptors: Experiential Learning, Elementary Education, Cultural Education, Physical Environment
Adam Carreon; Caitlin Criss; Maggie Mosher – Journal of Special Education Technology, 2024
Virtual reality (VR) is an innovative technology that is rapidly gaining popularity in and out of the classroom. With improvements in hardware and software technology and the push for one-to-one computing, teachers have access to innovative VR supports and resources. These innovative technologies have the potential to improve instruction for…
Descriptors: Computer Simulation, Students with Disabilities, Technology Uses in Education, Student Motivation
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)
Yunus Emre Avcu; Yavuz Yaman – Journal of Inquiry Based Activities, 2024
A differentiated science activity was created for gifted students. The focus is on Sustainable Development Goal 15 (SDG-15) for life on land, enhancing engagement, self-regulated learning skills, and scientific creativity in gifted students. The activity spanned eight lesson hours, with tasks encouraging observation, inquiry, and creative…
Descriptors: Gifted, Individualized Instruction, Science Instruction, Computer Simulation
Alkmini Gogou; Kostas Kasvikis – Education 3-13, 2024
The aim of the paper is to analyse and discuss the results of research concerning the development of historical concepts by Greek primary education pupils when engaged in a history game based on ICT. For purposes of the research, an experimental intervention was implemented. It was addressed to 67 pupils aged 10-11 years old, using an application…
Descriptors: Computer Simulation, History Instruction, Technology Uses in Education, Children
Allen M. Mathende – ProQuest LLC, 2021
Field experiences are regarded as the most effective way to prepare future teachers to be ready for the complexity and challenges found in the teaching profession (Phillion et al., 2005). Ill-prepared teachers may fail to gain fully from field experiences if they are not well prepared or do not value the activity as an out of class task (Hixon…
Descriptors: Preservice Teachers, Computer Simulation, Experiential Learning, Video Technology
Porat, Erez; Shamir-Inbal, Tamar; Blau, Ina – Journal of Computer Assisted Learning, 2023
Introduction: Virtual worlds (VWs) are immersive three-dimensional environments, accessible simultaneously to multiple users, and described as shared, simulated spaces, whose inhabitants represented as avatars. VWs enable freedom of expression. Using VWs in educational contexts requires a shift from teacher-centered instruction to facilitation of…
Descriptors: Teaching Methods, Computer Simulation, Elementary Secondary Education, Student Attitudes
Lili Yan; Breanne K. Litts; Melissa Tehee; Stuart Baggaley; Jennifer Jenkins – British Journal of Educational Technology, 2025
Although education is framed as a future-oriented enterprise, we often fail to serve the diverse futurities of youth, particularly in formal learning environments. The cultural norms of formal learning environments are rooted in dominant ways of being and knowing and this shapes how learning environments and learning technologies can be designed.…
Descriptors: Student Projects, Cultural Awareness, Multimedia Materials, Design
Lee, JiHye; Lee, Hyun-Kyung; Jeong, Dabin; Lee, JiEun; Kim, TaeRyun; Lee, JiHyon – International Journal of Art & Design Education, 2021
Traditional museums of culture and history are failing to develop or make effective use of augmented reality (AR) technology. To address this deficit, the present study sought to develop online and offline experiential AR learning tools that would enable children to more fully explore museum artefacts. The study approach was based on the Blended…
Descriptors: Museums, Cultural Education, Computer Simulation, History Instruction
Timothy Berndt – ProQuest LLC, 2021
The prominence of virtual reality (VR) in the educational field has grown in recent years due to increased availability and lower costs. I conducted a global study regarding how pioneering K-12 teachers use VR to engage students in learning activities. The purpose of this qualitative case study was to identify how and why teachers used VR for…
Descriptors: Computer Simulation, Technology Uses in Education, Educational Technology, Elementary School Teachers
Chang, Shao-Chen; Hsu, Ting-Chia; Chen, Yen-Ni; Jong, Morris Siu-yung – Interactive Learning Environments, 2020
With the continuous development and innovation of information technology, virtual reality (VR) has become an important topic of education technology in recent years. VR is not only applied in many industries, but is also used by scholars for education applications as it enables students to have an immersive learning experience to enhance their…
Descriptors: Video Technology, Computer Simulation, Science Instruction, Instructional Effectiveness
Harron, Jason R.; Petrosino, Anthony J.; Jenevein, Sarah – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2019
Positioned in the context of experiential learning, this paper reports findings of a virtual reality field trip (VRFT) in conjunction with an in-person field trip involving preservice teachers in an elementary science methods course to a local natural history museum. Findings included that virtual reality (VR) is best used after a field trip to…
Descriptors: Computer Simulation, Museums, Field Trips, Preservice Teachers
Liu, Shiyu – Technology, Knowledge and Learning, 2015
This research investigates the role of virtual experiments and worked examples in the learning of the control of variable strategy (CVS). Sixty-nine seventh-grade students participated in this study over a span of 6 weeks and were engaged in worked example learning and/or virtual experimentation to study the knowledge and procedures associated…
Descriptors: Grade 7, Computer Simulation, Experiments, Research Methodology
Chen, Yu-ching – Journal of Educational Computing Research, 2019
Motivation and math anxiety are crucial in performance and satisfaction, and augmented reality (AR) may be a useful tool in enhancing these factors because it provides users with interesting visual experiences. Since related empirical research is limited in investigating the effects of using free mobile AR apps integrating Keller's ARCS…
Descriptors: Handheld Devices, Computer Simulation, Mathematics Anxiety, Visual Learning
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