Publication Date
In 2025 | 0 |
Since 2024 | 2 |
Since 2021 (last 5 years) | 9 |
Since 2016 (last 10 years) | 9 |
Since 2006 (last 20 years) | 9 |
Descriptor
Source
Author
Akcay, Hakan, Ed. | 1 |
Annetta, Leonard | 1 |
Chen, Mei-Syuan | 1 |
Coskun, Mehmet | 1 |
Crowe, Allison | 1 |
Di Zhang | 1 |
Guo, Siao-Cing | 1 |
Gwo-Jen Hwang | 1 |
Hong, Jon-Chao | 1 |
Huixiao Le | 1 |
Hwang, Ming-Yueh | 1 |
More ▼ |
Publication Type
Journal Articles | 8 |
Reports - Research | 8 |
Tests/Questionnaires | 3 |
Books | 1 |
Collected Works - Proceedings | 1 |
Education Level
Middle Schools | 9 |
Elementary Education | 6 |
Junior High Schools | 6 |
Secondary Education | 6 |
Intermediate Grades | 3 |
Grade 5 | 2 |
Grade 6 | 2 |
Grade 4 | 1 |
Grade 7 | 1 |
Grade 8 | 1 |
Higher Education | 1 |
More ▼ |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Shufan Yu; Qingtang Liu; Jingjing Ma; Huixiao Le; Shen Ba – Interactive Learning Environments, 2023
Augmented reality (AR) recently shows great potential to facilitate students' learning, especially their learning performance and motivation. However, few studies considered learners' emotional factors such as learning anxiety, which may influence the learning results. This study aims to explore how different experimental conditions (AR &…
Descriptors: Computer Simulation, Physics, Science Instruction, Science Laboratories
Gwo-Jen Hwang; Di Zhang – Educational Technology Research and Development, 2024
The effectiveness of digital game-based language learning (DGBLL) has been recognized by scholars. With the development of computer technology and multimedia learning environments, computer agents have been widely used in game systems to provide learning guidance or assistance. A computer agent is a virtual character created in a digital learning…
Descriptors: Educational Technology, Technology Uses in Education, Game Based Learning, Computer Simulation
Juhee Lee; Yujung Ko – English Teaching, 2023
This study aimed to compare the effects of self-regulation, goal orientation, and speaking anxiety on speaking performance between metaverse and face-to-face contexts. We randomly assigned 253 Korean middle school students to either metaverse or face-to-face groups for 12 weeks of English-speaking lessons. Before and after the experiment, students…
Descriptors: Self Control, Goal Orientation, Anxiety, English (Second Language)
Yu-Fen Yang; Wen-Min Hsieh; Wing-Kwong Wong; Yi-Chun Hong; Siao-Cing Lai – Computer Assisted Language Learning, 2024
Foreign Language Anxiety (FLA) is considered a central affective factor influencing English as a Foreign Language (EFL) learning. This study thus developed an online simulation game to create a virtually situated learning environment for reducing EFL primary school students' FLA levels and improving their English vocabulary learning. A total of…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
Hong, Jon-Chao; Hwang, Ming-Yueh; Chen, Mei-Syuan; Tai, Kai-Hsin – Journal of Educational Computing Research, 2021
In line with the attention-to-affect model, this study employed a game that encompasses Gestalt perception to explore how extraneous cognitive load (ECL) and gameplay anxiety correlate with attitude towards exploitative learning and attitude towards explorative learning as students play the Visual-Saliency game (VSG) with images of artworks. The…
Descriptors: Difficulty Level, Cognitive Processes, Anxiety, Correlation
Lamb, Richard; Crowe, Allison; Stone, Jessica; Annetta, Leonard; Zambone, Alana; Owens, Tosha – British Journal of Guidance & Counselling, 2023
Virtual reality (VR) as a tool to build wellbeing for students with latent trauma is being examined in multiple contexts. The purpose of this study was to compare modalities of treatment, namely, VR-enhanced therapy, face-to-face therapy without VR and wait-list time-delayed control. Participants were 69 students selected from a high-needs urban…
Descriptors: Computer Simulation, Trauma, Anxiety, Elementary School Students
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
Guo, Siao-Cing; Lan, Yu-Ju – Language Learning & Technology, 2023
This study aims to investigate the influence of story creation on young EFL learners' reading performance. Action research was adopted to examine the effects of two different story reading projects in a library setting in Taiwan. Each project comprised a group of 19 young EFL learner from Grades 4 to 6 (aged 10-12). The first group's activities…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Computer Simulation
Shelley, Mack, Ed.; Akcay, Hakan, Ed.; Ozturk, Omer Tayfur, Ed. – International Society for Technology, Education, and Science, 2022
"Proceedings of International Conference on Research in Education and Science" includes full papers presented at the International Conference on Research in Education and Science (ICRES) which took place on March 24-27, 2022 in Antalya, Turkey. The aim of the conference is to offer opportunities to share ideas, to discuss theoretical and…
Descriptors: Educational Technology, Technology Uses in Education, Computer Peripherals, Equipment