Publication Date
In 2025 | 2 |
Since 2024 | 7 |
Since 2021 (last 5 years) | 21 |
Since 2016 (last 10 years) | 29 |
Since 2006 (last 20 years) | 31 |
Descriptor
Source
Author
Han, Insook | 2 |
Adcock, Amy B. | 1 |
Amanda Stead | 1 |
Aphinanh Suvandy | 1 |
Audon Archibald | 1 |
Baka, Evangelia | 1 |
Barnes, Tiffany, Ed. | 1 |
Belfore, Lee A. | 1 |
Bian Wu | 1 |
Brooksbank, Ashley A. | 1 |
Cai, Sophy | 1 |
More ▼ |
Publication Type
Journal Articles | 25 |
Reports - Research | 22 |
Reports - Descriptive | 4 |
Dissertations/Theses -… | 3 |
Collected Works - Proceedings | 2 |
Tests/Questionnaires | 2 |
Books | 1 |
Non-Print Media | 1 |
Reports - Evaluative | 1 |
Education Level
Postsecondary Education | 32 |
Higher Education | 31 |
Secondary Education | 3 |
Early Childhood Education | 1 |
Junior High Schools | 1 |
Middle Schools | 1 |
Audience
Teachers | 1 |
Location
China | 2 |
Germany | 2 |
Netherlands | 2 |
Argentina | 1 |
Australia | 1 |
Belgium | 1 |
California | 1 |
European Union | 1 |
Honduras | 1 |
India | 1 |
Israel | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Amanda Stead; Jordan Tinsley; Melissa Fryer; Deepa Srikant; Paul Michael; Grace McCormick; Jace Telloian – Perspectives of the ASHA Special Interest Groups, 2025
Purpose: The increasing prevalence of dementia poses significant challenges for speech-language pathologists (SLPs), who often lack specialized training in addressing degenerative disorders. Simulations can offer students a safe and standardized environment to develop essential skills. This study evaluated whether the Virtual Dementia Tour, a…
Descriptors: Empathy, Clinical Experience, Intervention, Skill Development
Cole, Rebekah F. – Counselor Education and Supervision, 2022
This pretest/posttest experimental design study investigated the use of virtual reality to teach school counseling students empathy, as measured by the Empathy Quotient. An independent samples and paired-samples t-test were used to analyze students' scores in the experimental and control groups. The study's results are discussed.
Descriptors: Counselor Training, School Counselors, College Students, Empathy
Margaret Parks; Daejin Kim – Educational Gerontology, 2023
The US population is becoming increasingly older. Alongside the changing mental and physical capacities that accompany aging, reduced visual function is a common occurrence for older adults. Empathy is an important and useful skill for interior designers in that this ability is extremely helpful for understanding older adults' experience in the…
Descriptors: Aging (Individuals), Visual Impairments, Empathy, Interior Design
Insook Han; Timothy Patterson; Hyangeun Ji; Joseph Eisman – Journal of Interactive Learning Research, 2024
This study explored the use of immersive virtual reality enhancing university students' presence and empathy in relation to their immersive tendencies. With a first-person narrative delivered through a head-mounted display, a high-immersion virtual reality (VR) was expected to provide engaging embodied experiences, impacting the way students…
Descriptors: Computer Simulation, Empathy, Experiential Learning, Visual Aids
Aphinanh Suvandy; Pinanta Chatwattana; Prachyanun Nilsook – Higher Education Studies, 2024
This research is related mainly to the study of the results on the development of digital literacy and digital empathy with micro-learning via activities on metaverse. The main concept of this study is based on the integration of micro-learning process with metaverse technology in order to encourage and provide learners with opportunities to…
Descriptors: Digital Literacy, Empathy, Computer Simulation, Learning Activities
Han, Insook; Shin, Hyoung Seok; Ko, Yujung; Shin, Won Sug – Journal of Computer Assisted Learning, 2022
Background: Immersive VR is still rarely used as an intervention for meeting the affective end goals of student learning despite its positive impact on affection. Also, studies regarding the use of immersive VR as an intervention for affective achievement in broader educational contexts are still lacking. Objectives: This study aimed to examine…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Program Effectiveness
Yiling Hu; Yanjun Chen; Bian Wu – Educational Technology & Society, 2025
As a key professional competence of teachers, empathy involves whether teachers can stand in the student's position to pay attention, understand their behavior, and make reasonable judgment and explanation of it. Researchers have discovered that 360° virtual reality (360° VR), a relatively recent form of media, can be particularly powerful in…
Descriptors: Empathy, Preservice Teachers, Teacher Education Programs, Video Technology
Brooksbank, Ashley A. – ProQuest LLC, 2022
The purpose of this exploratory study was to gain insight into the perceived importance of emotional awareness with pre-service teachers (PSTs) participating in a mixed reality simulator (MRS), as well as the impact of emotional awareness exercises in a MRS on adaptiveness in coping and empathy. Emotional awareness includes the cognitive skills of…
Descriptors: Emotional Response, Coping, Empathy, Preservice Teachers
Tania Heap; Regina Kaplan-Rakowski; Audon Archibald – Educational Technology & Society, 2024
Understanding blindness or imagining being blind can be challenging for individuals without visual impairments. One of the affordances of high-immersion virtual reality (VR) is its ability to build empathy and facilitate perspective-taking. VR can be potent when providing narrative, experience-laden education that exposes users to ideas and…
Descriptors: Computer Simulation, Blindness, Technology Uses in Education, Empathy
Patterson, Timothy; Han, Insook; Esposito, Laurie – Theory and Research in Social Education, 2022
Historical empathy may be enhanced by virtual reality (VR) technologies, which provide varying degrees of immersion into other time periods and places. This study explored the effects of combining semi-immersive and fully immersive VR with a follow-up writing task to promote historical empathy with adult learners. Thirty-six participants were…
Descriptors: Computer Simulation, Empathy, History, Adult Learning
Rose Sebastian; Judy Paulick – School Community Journal, 2024
Getting to the strong home-school partnership students and families deserve requires teachers who are prepared to engage with caregivers human-to-human, not just teacher-to-caregiver. In this study, we analyzed survey responses, coaching transcripts, and pre- and post-coaching transcripts from 19 preservice teachers' (PSTs) simulated…
Descriptors: Preservice Teachers, Teacher Education Programs, Trust (Psychology), Partnerships in Education
Hannans, Jaime A.; Nevins, Colleen M.; Jordan, Kristin – Information and Learning Sciences, 2021
Purpose: The aim of the study was to explore aspects of learning in terms of gain in knowledge, confidence and empathy with immersive virtual reality (VR) from the patient perspective in undergraduate nursing students. Design/methodology/approach: A pilot study integrating immersive VR experiences during clinical courses was facilitated based on…
Descriptors: Computer Simulation, Undergraduate Students, Nursing Education, Patients
Caroline Archambault; Geerte Verduijn – Journal of Experiential Education, 2024
Background: University teachers in various fields have turned to the experiential tool of poverty simulations to help prepare students to work effectively and ethically with people living in poverty. Their efficacy is reportedly mixed. While several studies claim positive results on student knowledge, skills, and attitudes, others highlight risks…
Descriptors: Foreign Countries, Undergraduate Students, College Faculty, Poverty
Hoter, Elaine; Shapira, Noa – Intercultural Education, 2022
This paper examines an intervention using experiential learning and simulations in a virtual world that can promote social proximity, tolerance, and cooperation in diverse societies. The participants in the study were 125 Jewish and Arab students living in Israel. A mixed linear model for repeated measures analysis that included time of…
Descriptors: Computer Simulation, Intergroup Relations, Proximity, Interaction
Meepung, Tippawan; Pratsri, Sajeewan – International Education Studies, 2022
The objectives of this research were to (1) develop virtual commerce using the design thinking process to promote modern entrepreneurship, (2) carry out a suitability assessment of this process, and (3) evaluate digital entrepreneurship competency (DEC). The research process was therefore divided into 3 phases in accordance with these aims. The…
Descriptors: Entrepreneurship, Business Administration, Design, Thinking Skills