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Hameedur Rahman; Samiya Abdul Wahid; Faizan Ahmad; Numan Ali – Education and Information Technologies, 2024
Virtual classrooms based on the metaverse or virtual reality are useful and effective for imparting basic chemistry concepts. Interactive and immersive environments can effectively teach fundamental chemistry concepts, such as chemical bonding and formulas, thereby making these otherwise abstract and intangible ideas more accessible and…
Descriptors: Chemistry, Science Instruction, Game Based Learning, Computer Simulation
Effects of Virtual Reality on Creativity Performance and Perceived Immersion: A Study of Brain Waves
Wang, Yen-Yin; Weng, Tz-Han; Tsai, I-Fan; Kao, Jing-Yueh; Chang, Yu-Shan – British Journal of Educational Technology, 2023
The purpose of this study was to explore the effects of virtual reality (VR) application on creative performance and immersion, evaluated through electroencephalography brain wave data to achieve accurate and robust results. In this study, 72 middle school teachers were recruited as participants, and a non-randomized control-group…
Descriptors: Computer Simulation, Brain, Middle School Teachers, Attention
Yuyu Sun; Xiaoxu Lu; Jian Cui; Ke Du; Shumin Xie – Environmental Education Research, 2024
This study explores the relationship between vicarious experiences of nature, environmental behavioral beliefs, environmental attitudes and adolescents' environmental behavior. Based on a sample of 1476 adolescents from five high schools in Jiangsu Province, China, we proposed a model that was supported by structural equation modelling analysis.…
Descriptors: Foreign Countries, Environmental Education, Middle School Students, High School Students
António Faria – Journal of New Approaches in Educational Research, 2024
This study investigated the impact of two teaching strategies, conventional and drawing principle, associated with the use of Augmented Reality (AR), on the school performance of pupils in the 7th-year of primary school and the 10th-year of secondary school on volcanism learning. Compared to previous research, the novelty of this study lies in the…
Descriptors: Science Education, Grade 7, Grade 10, Physical Environment
Assiya Maimatayeva; Baktygul Assilbekova; Kalampyr Zhumagulova; Nurzhanar Galymova; Gani Issayev – Education and Information Technologies, 2025
The educational environment frequently encounters the issue of the inadequacy of traditional teaching approaches, which limits students' ability not only to reproduce acquired knowledge but also to apply it in practice. The aim of our research is to investigate the impact of a virtual reality (VR) based educational program in biology on students'…
Descriptors: Training, Computer Simulation, Scientific Literacy, Secondary School Science
Hsin-Yi Chang; Chen-Chung Liu; Chi-Ting Wen; Ming-Hua Chang; Shih-Hsun Fan Chiang; Fu-Kwun Hwang – International Journal of Science Education, 2024
One issue facing teachers who implement model-based instruction within the school system is the tight curricular schedule. The 'lesson objective tension' calls for investigations to address instructional issues such as how to organise modelling-based instruction at the curriculum level which is across multiple units. We investigated the effect of…
Descriptors: Computer Simulation, Virtual Classrooms, Laboratories, Models
Ünal Çakiroglu; Merve Aydin; Yasemin Köroglu; Merve Ayvaz Kina – Interactive Learning Environments, 2024
This study examines the effectiveness of using augmented reality (AR) in gaining historical empathy skills. AR cards were used in different periods of the history lesson. A mixed design method including pre-test and post-test is used to A mixed methods research design with pre-test and post-test is used to determine the developments in empathy…
Descriptors: Computer Simulation, Empathy, Teaching Methods, Technology Uses in Education
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
Ye, Zhonglin; Yang, Yanlin; Meng, Lei; Li, Gege; Wang, Zhaoyang; Zhao, Haixing – International Journal of Information and Communication Technology Education, 2023
This article first put forward the educational application of immersive virtual laboratories for the problems of poor spatial thinking ability and weak hands-on operation ability. Second, aiming at the problems of a lack of excellent backbone teachers and insufficient educational information equipment, a Tibetan-Chinese bilingual immersion virtual…
Descriptors: Computer Simulation, Educational Technology, Bilingual Education, Sino Tibetan Languages
Yu-Jun Liao; Wernhuar Tarng; Tzu-Ling Wang – Education and Information Technologies, 2025
The purpose of this study is to examine the effects of employing an augmented reality (AR) lens imaging system on inquiry-based learning concerning junior high school students' science achievement, science learning motivation, and inquiry skills. For this purpose, an AR lens imaging learning system was developed specifically for the lens imaging…
Descriptors: Foreign Countries, Junior High School Students, Junior High School Teachers, Computer Simulation
Kamiya Kumar – Journal of Peace Education, 2024
An existing culture of conflict tends to shape practices within schools, which often maintain and in turn, contribute towards perpetuating stratifications at the societal level. Through this study, the author seeks to challenge this culture of conflict by creating a pedagogical space and facilitating possibilities of collective thinking,…
Descriptors: Middle School Students, Peace, Teaching Methods, Social Change
Muhammad Andika Andika; Erman; Enny Susiyawati – Online Submission, 2022
The purpose of this study was to describe students' perceptions of augmented reality learning media in solar system topics. The type of research used was descriptive research. The participants involved in this study were 32 students from class 8C of State Junior High School 3 Sidoarjo, Indonesia. The instruments used consist of a student…
Descriptors: Astronomy, Science Instruction, Student Attitudes, Computer Simulation
Lindsay Nicole Weirich – ProQuest LLC, 2024
This research study focuses on providing professional development for teachers using virtual reality in secondary social studies classrooms. Literature surrounding virtual reality for education focuses on the effects of virtual reality on student motivation and engagement. However, there are no current studies available to help instructional…
Descriptors: Social Studies, Secondary Schools, Computer Simulation, Faculty Development
Magana, Alejandra J.; Chiu, Jennifer; Ying Seah, Ying; Bywater, James P.; Schimpf, Corey; Karabiyik, Tugba; Rebello, Sanjay; Xie, Charles – International Journal of Science Education, 2021
This multiple case study focused on the implementation of a computer-aided design (CAD) simulation to help students engage in engineering design to learn science concepts. Our findings describe three case studies that adopted the same learning design and adapted it to three different populations, settings, and classroom contexts: at the…
Descriptors: Case Studies, Computer Simulation, Engineering Education, Design
Shiue, Ya-Ming; Hsu, Yu-Chiung; Sheng, Meng-Huei; Lan, Cheng-Hsuan – Online Submission, 2019
In recent years, the innovative applications of integrated augmented reality (AR) into educational settings had increased rapidly in Taiwan. AR provides the scene of the real world while interacting with the virtual and physical objects and increases students' learning motivation. This paper presents an empirical study that investigated the…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Health Education