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Sarah Ferguson – Journal of Educators Online, 2023
Practice makes perfect…this saying is a popular cliché, but it has validity when referencing the abundance of practice necessary to learn and master a new technique or skill. Like playing a game, honing a skill, or using a new technique, teaching requires practice to learn and improve. Working with preservice STEM teachers (PSTs), my goal was to…
Descriptors: STEM Education, Preservice Teachers, Simulation, Teaching Experience
Ifat Linder; Eyal Weissblueth – Journal of Educators Online, 2023
In recent years, simulations in education and teaching were done within simulation centers. They are a powerful tool for having a particular professional experience in a controlled and safe environment. Since the COVID-19 pandemic began, simulations have been conducted fully online. Therefore, the current study examined the effect of simulation…
Descriptors: COVID-19, Pandemics, Electronic Learning, In Person Learning
Simone Porcu; Alessandro Floris; Luigi Atzori – IEEE Transactions on Learning Technologies, 2025
In this article, we preliminarily discuss the limitations of current video conferencing platforms in online synchronous learning. Research has shown that while the involved technologies are appropriate for collaborative video calls, they often fail to replicate the rich nature of face-to-face interactions among students and between students and…
Descriptors: Computer Simulation, Electronic Learning, Synchronous Communication, Videoconferencing
Integration of Industry 4.0 Technologies with Education 4.0: Advantages for Improvements in Learning
Moraes, Eduardo Baldo; Kipper, Liane Mahlmann; Hackenhaar Kellermann, Ana Clara; Austria, Leonardo; Leivas, Pedro; Moraes, Jorge André Ribas; Witczak, Marcus – Interactive Technology and Smart Education, 2023
Purpose: The purpose of this study is to identify the uses of Industry 4.0 technologies in the area of education and how they contribute to learning in addition to highlighting at what educational level they are used. Design/methodology/approach: A systematic literature review was carried out in the Scopus (Elsevier), Web of Science and…
Descriptors: Educational Technology, Internet, Computer Simulation, Higher Education
Villalonga-Gomez, Cristina; Ortega-Fernandez, Eglee; Borau-Boira, Elena – IEEE Transactions on Learning Technologies, 2023
The application of the metaverse poses important challenges for the field of education. The aim of this article is to analyze the evolution of the development of the metaverse experiences in Higher Education and thus identify the key aspects of its application as a virtual environment for teaching and learning. To this end, a systematic literature…
Descriptors: Higher Education, Electronic Learning, Educational Environment, Second Language Instruction
Nicola Orsini; Robert Thiesmeier; Karin Båge – Journal of Statistics and Data Science Education, 2024
Simulation-based teaching can be a valuable method for learning statistical concepts. Its practical implementation for health-related subjects is seldomly evaluated. We propose a simulation-based approach to teach interaction effects in a postgraduate biostatistics course. We describe the steps involved in organizing and implementing a…
Descriptors: Simulation, Statistics Education, Biology, Science Instruction
C. B. Moelans; J. J. Geerling; R. D. Radersma; M. J. Moons; P. J. van Diest; M. F. van der Schaaf – Biochemistry and Molecular Biology Education, 2024
Laboratory e-learning support tools can assist students' learning while preparing for laboratory classes. To successfully work in such virtual experimental environments (VEEs) outside class, students require self-regulated learning (SRL) skills. A deeper understanding of the continuous reciprocal interactions between SRL, satisfaction, and online…
Descriptors: Science Laboratories, Electronic Learning, Educational Technology, Self Management
Yue Li – Education & Training, 2024
Purpose: This paper aims to investigate the effects of four types of cyber entrepreneurship courses on entrepreneurial self-efficacy (ESE) and intention. It is based on Social Cognitive Theory and Regulatory Focus Theory, which takes Chinese college students as the research objects. Design/methodology/approach: Approximately 101 senior business…
Descriptors: Entrepreneurship, Business Education, Electronic Learning, College Students
Alblehai, Fahad M. – Journal of Educational Computing Research, 2022
The application of different virtual reality interventions has been recently gaining interest from researchers and practitioners. Due to the current COVID-19 pandemic, higher education institutions increased the use of these technologies to help create much value for educators and students. The relationship between individual experience and…
Descriptors: Undergraduate Students, Experience, Computer Simulation, Interpersonal Attraction
Teemu H. Laine; Woohyun Lee – IEEE Transactions on Learning Technologies, 2024
The metaverse is a network of interoperable and persistent 3-D virtual worlds where users can coexist and interact through mechanisms, such as gamification, nonfungible tokens, and cryptocurrencies. Although the metaverse is a theoretical construct today, many collaborative virtual reality (CVR) applications have emerged as potential components of…
Descriptors: Computer Simulation, Simulated Environment, College Students, Student Attitudes
Mukarramah Mustari; Hartono; Sunyoto Eko Nugroho; Sugianto – Journal of Educators Online, 2025
This paper explores the development and evaluation of a MOOCs-based virtual physics measurement laboratory module designed to overcome common barriers in physics education, such as limited physical lab access, high costs, and safety concerns. Utilizing the Borg and Gall Research and Development model, this module integrates structured layouts,…
Descriptors: Physics, MOOCs, Science Education, Computer Simulation
Nordin, Noradila; Nordin, Nur Rasyidah Mohd.; Omar, Wafa – Asian Journal of University Education, 2022
The use of technology in education is believed to enhance students' learning experience. Technology such as Augmented Reality (AR) is increasingly used in the classroom through the use of gamification. This study aims to examine students' experience in using a board game with web-based Augmented Reality named REV-OPOLY in their learning.…
Descriptors: Educational Games, Electronic Learning, Computer Simulation, Undergraduate Students
Ishwar R. Sadarangani; Joseph Serafin; Jennifer Chabra – Journal of Chemical Education, 2024
As the COVID-19 pandemic transformed higher education, St. John's University (New York), among other academic institutions, worked to incorporate methodologies that would allow for social distancing and the attainment of hands-on experience that is expected of a science laboratory course. To account for the constraints that the pandemic posed, St.…
Descriptors: Student Attitudes, Distance Education, Electronic Learning, Blended Learning
Hwang, Yohan; Shin, Dongkwang; Lee, Hyejin – Educational Technology Research and Development, 2023
The main purpose of this paper is to add empirical data to the nascent field of metaverse learning and teaching by examining factors affecting student participation and their perceived experiences of different metaverse platforms. For data collection, 57 Korean undergraduates participated in a self-administered questionnaire and a short reflective…
Descriptors: Student Attitudes, Computer Simulation, Electronic Learning, Student Participation
Achmad Buchori; Dina Prasetyowati; Wijayanto – Pegem Journal of Education and Instruction, 2023
In learning during the current epidemic, students cannot meet face to face on campus, and learning geometry in universities is a dreadful lesson before the pandemic. Both at UPGRIS and other private universities so far, students are required to use a compass and ruler in making flat shapes and building spaces so they have to face to face with the…
Descriptors: Computer Simulation, Electronic Learning, Laboratories, Geometry