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Mohamad Iyad Al-Khiami; Martin Jaeger; Sayed Mohamad Soleimani; Abdulhadi Kazem – Journal of Computer Assisted Learning, 2024
Background Study: The research discusses the need for a paradigm shift in engineering education current practices to accommodate the digital native students. The paper emphasizes the importance of integrating disruptive technologies, namely Virtual Reality (VR) through Head Mounted Displays VR (HMD VR) and Desktop Based VR (DB VR) and comparing it…
Descriptors: Undergraduate Students, Engineering Education, Computer Simulation, Student Motivation
Robert Steinbauer – Journal of Management Education, 2024
We are in the midst of a technological revolution that has the potential to transform management education. The author proposes Virtual Reality (VR) as a pedagogical tool to teach students about workplace harassment. Specifically, this article describes the development and application of two open access VR simulations that are designed to increase…
Descriptors: Foreign Countries, College Students, Computer Simulation, Sexual Harassment
Chiang, Yu-Chen; Liu, Shao-Chieh – Journal of Baltic Science Education, 2023
STEM education is a crucial learning area to understand important concepts and gain 21st-century skills in different disciplines, explore scientific knowledge, and solve problems in daily life. However, research in STEM education is scarce on extended reality technologies. This research examined the effects of extended reality integrated STEM on…
Descriptors: Computer Simulation, STEM Education, Academic Achievement, Student Reaction
Camille Turner – ProQuest LLC, 2023
This applied dissertation was designed to investigate student responses to three different instructional strategies used to fulfill level I fieldwork requirements: traditional in-clinic rotation, a combination of virtual simulation and traditional in-clinic rotations, and virtual simulation. A multi-decade occupational therapy (OT) fieldwork…
Descriptors: Student Attitudes, Student Reaction, Teaching Methods, Field Experience Programs
Birbara, Nicolette S.; Sammut, Claude; Pather, Nalini – Anatomical Sciences Education, 2020
Technologies such as virtual reality are used in higher education to develop virtual learning resources (VLRs). These VLRs can be delivered in multiple modalities, from truly immersive involving wearable devices to less immersive modalities such as desktop. However, research investigating perceptions of VLRs in anatomy has mainly focused on a…
Descriptors: Anatomy, Computer Simulation, Delivery Systems, Science Instruction
Ladd, Ned; Nottis, Katharyn E. K. – Journal of Astronomy & Earth Sciences Education, 2019
As computer-based visualization techniques are becoming more important across the landscape of astronomy education, this pre-test/post-test study using the Size, Scale, and Structure Concept Inventory (S3CI) looked at the impact of using a hybrid combination of hands-on and computer-based activities on the learning of five semesters of non-science…
Descriptors: Hands on Science, Computer Simulation, Science Laboratories, Astronomy
Ikuta, Takashi; Gotoh, Yasushi; Uchiyama, Wataru – International Association for Development of the Information Society, 2019
Teacher cognition in classroom lessons is identified by an ongoing method using virtual reality (VR) videos. There are place and time constraints in real time implementation of the ongoing method in synchronous situations. To avoid these, recorded virtual reality videos were used. As a result, the existence of non-corresponding cognition was…
Descriptors: Computer Simulation, Video Technology, Schemata (Cognition), Synchronous Communication
Kovalik, Cindy L.; Kuo, Chia-Ling – Simulation & Gaming, 2012
This research project investigated student reaction to playing the DIFFUSION SIMULATION GAME (DSG) and how an instructor, who is a novice in playing online games, implemented the DSG in an online higher education course. The goal of this research project was to determine whether playing the DSG helps students learn and apply course content. In…
Descriptors: Computer Games, Educational Games, Computer Simulation, Innovation
Lu, Lilly – Studies in Art Education: A Journal of Issues and Research in Art Education, 2013
3D virtual worlds (3D VWs) are considered one of the emerging learning spaces of the 21st century; however, few empirical studies have investigated educational applications and student learning aspects in art education. This study focused on students' responses to and challenges with 3D VWs in both aspects. The findings show that most participants…
Descriptors: Art Education, Virtual Classrooms, Learning Experience, Online Courses