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Andrea Trudeau; Ying Xie; Olha Ketsman; Cindy York; Sandrine Goldsmith – TechTrends: Linking Research and Practice to Improve Learning, 2024
This mixed-methods study explored the impact of cinematic virtual reality (CVR) on seventh-grade students (n = 66) in a school library. The research was comprised of two phases, integrating data from questionnaires and student/teacher interviews. The study focused on "The Displaced," a documentary about child refugees, presented in two…
Descriptors: Adolescents, Student Attitudes, Computer Simulation, Technology Uses in Education
Rahmat, Anggi Datiatur; Kuswanto, Heru; Wilujeng, Insih; Perdana, Riki – Journal of Education and e-Learning Research, 2023
Technology has an essential role in the educational field. Technology-based mobile has the potential to improve education through Augmented Reality (AR). This study investigates the effect of mobile augmented reality on physics learning achievement and students' opinions on using this technology. The study used a convergent parallel pattern from…
Descriptors: Foreign Countries, Educational Technology, Telecommunications, Handheld Devices
Andrea Armour Trudeau – ProQuest LLC, 2024
With virtual reality (VR) tools becoming increasingly prevalent in K-12 schools today, educators now possess the means to transport students to digitally simulated times and places without ever leaving the classroom. However, current application of this experiential technology is in its nascent stage and subsequent research is often limited to…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Grade 7
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
Emma Phillips; Aaron Jarden; Terence Bowles – Australian Educational Researcher, 2025
Empathy is a key contributor to moral, pro-social behaviour and an important element of socio-emotional learning (SEL). Schools deliver SEL programmes during adolescence to develop a range of skills including empathy. As education becomes increasingly digital, more research is needed to understand the role digital technologies may play in…
Descriptors: Secondary School Students, Empathy, Computer Simulation, Technology Uses in Education
Maria Efstratopoulou; Maxwell Peprah Opoku; Aizhan Shomotova; Christina Davison; Abdulrafi Jaffarul; Aalya Mesmar – Smart Learning Environments, 2024
A smart learning environment (SLE) encompasses the use of advanced technology and smart pedagogical teaching skills tailored to suit students with diverse learning needs. In recent years, some countries, such as the United Arab Emirates (UAE), have formulated policies to implement SLE in their education systems. Since students are the intended…
Descriptors: Foreign Countries, Secondary School Students, Grade 7, Grade 12
Elkjaer, Morten; Thomsen, Lui A. – Digital Experiences in Mathematics Education, 2022
This article presents the theoretical considerations leading to the design and development of a digital experience for teaching linear equations using a modified balance model for equation solving. We modified the balance to alter physics behaviour in a virtual reality (VR) experience, to strengthen students' schemes for solving linear equations…
Descriptors: Educational Technology, Technology Uses in Education, Mathematics Instruction, Equations (Mathematics)
Mochammad Faiz Nur Falah; Muhammad Iqbal Rifqy; Ailsa Tsabita Primrose; Taufiq Satria Mukti – Journal of Research and Advances in Mathematics Education, 2025
Curved Side Spaces (BRSL) in learning need to be presented with learning media to make it easier for students to understand the concept. This research aims to produce learning media based on technology and cultural values. The media in question is (BRUSLE) an Android application that can be accessed via mobile with augmented reality hologram…
Descriptors: Computer Simulation, Synthesis, Physical Environment, Simulated Environment
Talan, Tarik; Yilmaz, Zeynel Abidin; Batdi, Veli – Journal of Education in Science, Environment and Health, 2022
The aim of this study is to investigate how the use of augmented reality (AR) applications in educational environments affects students' achievement levels. The study was carried out through two dimensions; a quantitative and a qualitative aspect. The study was conducted with 7th-grade students in a public secondary school in Turkey as part of a…
Descriptors: Foreign Countries, Secondary School Students, Grade 7, Science Education
Özkal, Ibrahim; Kiliçer, Kerem – International Technology and Education Journal, 2022
The purpose of this study was to develop a 3D virtual reality environment and to examine its effectiveness in order to facilitate the adaptation and integration of immigrant students into school. In the study, which was carried out in two stages, the design-based research method and the mixed research method were used, respectively. In the study…
Descriptors: Computer Simulation, Program Development, Program Effectiveness, Immigrants
Rita Rodrigues; João Ferreira-Santos; Julia Draghi; Margarida M. Marques; Lúcia Pombo – International Association for Development of the Information Society, 2024
To drive effective change towards sustainable development, several courses of action have been devised, and education was pointed as a way to attain this goal. Recognizing the impact of learning in context, it is essential to develop innovative educational proposals that bring schools into other social contexts. This study aims to present, albeit…
Descriptors: Sustainable Development, Student Attitudes, Handheld Devices, Telecommunications
Molina-Vásquez, Ruth – Journal of Technology Education, 2021
This article presents an analysis of students' conceptual understanding of technology. The study focused on two groups of seventh-grade students located in Bogotá, Colombia, living in rural and urban areas and participating in activities developed in a virtual learning network. The methods used in this study followed grounded theory (Strauss &…
Descriptors: Case Studies, Grade 7, Concept Formation, Information Technology
Tai, Tzu-Yu; Chen, Howard Hao-Jan; Todd, Graeme – Computer Assisted Language Learning, 2022
VR technology allows learners to access simulated, immersive and interactive virtual environments to perform authentic learning activities. In particular, VR has emerged as a valuable tool for L2 learning. However, VR research has tended to pay more attention to desktop-based VR than to VR via mobile-rendered HMDs, leaving the potentials of VR…
Descriptors: Computer Simulation, Educational Technology, English (Second Language), Second Language Learning
Coskun, Mehmet; Koç, Yasemin – Psycho-Educational Research Reviews, 2021
The purpose of this study is to investigate the effect of augmented reality and mobile application supported instruction on students' academic achievement, attitude towards astronomy, anxiety and motivation towards learning science in the "Solar System and Beyond/Earth and Universe" units in seventh grade Science lesson. In the study,…
Descriptors: Computer Simulation, Computer Software, Handheld Devices, Technology Integration
Describing the Experiences of Students with ADHD Learning Science Content with Emerging Technologies
Hite, Rebecca; Childers, Gina; Jones, Gail; Corin, Elysa; Pereyra, Mariana – Journal of Science Education for Students with Disabilities, 2021
Emerging technologies, such as virtual reality, haptics, and 3-dimensionality, provide novel opportunities to allow students to investigate scientific phenomena by fostering perceptions of virtual presence, the feeling of being sensorially immersed and authentically interacting within a computer-generated virtual learning environment (VLE).…
Descriptors: Students with Disabilities, Attention Deficit Hyperactivity Disorder, Educational Technology, Technology Uses in Education