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Song, Yanjie; Cao, Jiaxin; Wu, Kaiyi; Yu, Philip Leung Ho; Lee, John Chi-Kin – IEEE Transactions on Learning Technologies, 2023
Despite the metaverse having been increasingly designed, developed, and applied to education, critical issues regarding the lack of truly immersive learning environments, custom tools, clear instructional design, and inconvenience of using the platform, and ethics and privacy concerns exist. This study aimed to design and develop a 3-D metaverse…
Descriptors: Computer Simulation, Computer Uses in Education, Cognitive Processes, Assistive Technology
Ulla Hemminki-Reijonen; Noha M. A. M. Hassan; Minna Huotilainen; Jaana-Maija Koivisto; Benjamin Ultan Cowley – npj Science of Learning, 2025
Emerging technologies are transforming education, necessitating research on their optimal integration. This article introduces an Intelligent Virtual Reality (IVR) approach that incorporates Generative Artificial Intelligence (GAI) through two GAI-powered pedagogical characters, aiming to address educational needs. This qualitative descriptive…
Descriptors: Artificial Intelligence, Computer Simulation, College Instruction, Instructional Design
Kofi Ayebi-Arthur; Kwaku Anhwere Barfi; Valentina Arkorful; Theophilus Ocran; Nyinaku Odoi Baffour – Education and Information Technologies, 2024
Higher institutions are increasingly embracing the use of computer technologies in advancing education. Despite evidence pointing to the positive impact of computer technologies on teaching and learning, systematic research study on the role of teachers' competencies in computer technologies integration is still not saturated in literature.…
Descriptors: Computer Uses in Education, Computer Science Education, Teaching Methods, Higher Education
Anthony, Bokolo, Jr. – Education and Information Technologies, 2022
As the years progresses, higher education has move towards implementing Blended Learning (BL) which is a combination of face-to-face and online mode of teaching and learning which have continued to advance in institutions all over the world. Accordingly, it is important to investigate the factors that may influence lecturers' perception towards BL…
Descriptors: Blended Learning, Higher Education, Teaching Methods, Learning Processes
Jiangyue Liu; Siran Li; Qianyan Dong – Journal of Educational Computing Research, 2024
The emergence of Generative Artificial Intelligence (GAI) has caused significant disruption to the traditional educational teaching ecosystem. GAI possesses remarkable capabilities in generating human-like text and boasts an extensive knowledge repository, thereby paving the way for potential collaboration with humans. However, current research on…
Descriptors: Artificial Intelligence, Learning Analytics, Computer Uses in Education, Instructional Design
Pellas, Nikolaos; Dengel, Andreas; Christopoulos, Athanasios – IEEE Transactions on Learning Technologies, 2020
Although virtual reality (VR) simulation training has gained prominence, review studies to inform instructors and educators on the use of this technology in science, technology, engineering, and mathematics (STEM) are still scarce. This article presents various VR-supported instructional design practices in K-12 (primary and secondary) and higher…
Descriptors: STEM Education, Computer Simulation, Computer Uses in Education, Elementary Secondary Education
Kuznetcova, Irina; Glassman, Michael – Journal of Educational Multimedia and Hypermedia, 2022
With the relatively recent technological advances, Multi-User Virtual Environments (MUVEs) have become a promising venue for education; however, little is known about their effective implementation in the classroom. This paper addresses this gap by investigating the creation, implementation, product and evaluation of an instructional design using…
Descriptors: Computer Simulation, Computer Uses in Education, Higher Education, Program Implementation
Alvarez-Melgarejo, Mileidy; Pedraza-Avella, Aura C.; Torres-Barreto, Martha L. – International Journal of Learning Technology, 2023
MOTIVATIC WEB is a software platform in which teachers can co-design activities for their students using three different gamified mechanics. This article presents the results of the technology acceptance evaluation by users. The evaluation considered aspects related to perceived usefulness (PU) and ease of use, behavioural intention to use, and…
Descriptors: College Faculty, Electronic Learning, Computer Software, Computer Uses in Education
Tian, Jing; Ren, Chang; Lei, Yingzhe; Wang, Yiheng – Journal of Geography in Higher Education, 2020
Participation of undergraduate students in research helps them nurture critical thinking, develop research skills, enhance self-confidence, and clarify their education or career paths. The curriculum is central to integrating teaching and research, and is a primary source for providing undergraduate research experience. This study designed a…
Descriptors: Foreign Countries, Undergraduate Students, Mathematics Instruction, Computer Uses in Education
Friesen, Sharon; Brown, Barbara – Canadian Journal of Learning and Technology, 2021
The purpose of this paper is to highlight the work of one tripartite partnership with stakeholders to improve and strengthen novice teachers' pedagogical designs using design based professional learning guided by the principles of knowledge building/knowledge creation. The tripartite partnership involved 450 novice teachers from an urban school…
Descriptors: Partnerships in Education, Beginning Teachers, Instructional Design, Faculty Development
Salas-Rueda, Ricardo-Adán; Salas-Rueda, Érika-Patricia; Salas-Rueda, Rodrigo-David – International Journal of Education in Mathematics, Science and Technology, 2020
This mixed research aims to analysis and design the Web Game On Descriptive Statistics (WGODS) through the ADDIE model, data science and machine learning. The sample consists of 61 students from a university in Mexico. WGODS is a technological tool (quiz game) that presents various questions and answers about statistics (quantitative and…
Descriptors: Statistics, Computer Games, College Students, Educational Games
Grebe, Lindie – International Journal of Web-Based Learning and Teaching Technologies, 2021
The main objective of the study was to investigate the potential mediating effect of relevance in the relationship between attention and confidence in Keller's ARCS model during screencasts in distance education. The paper responds to calls for further research into the ARCS model in different delivery systems, cultural settings, and learner…
Descriptors: Distance Education, Relevance (Education), Attention, Visual Aids
Budoya, Christian Misobi; Kissaka, Mussa M.; Mtebe, Joel S. – International Journal of Education and Development using Information and Communication Technology, 2019
Software developers nowadays are adopting agile methods to overcome challenges faced by traditional methods in developing software. However, agile methods lack instructional design to take care of learning needs required in designing software for supporting teaching and learning. This study aimed at designing an integrated model using Feature…
Descriptors: Instructional Design, Computer Software, Computer Uses in Education, Educational Needs
Santoianni, Flavia; Ciasullo, Alessandro – Research on Education and Media, 2018
Adaptive learning environments design has been originally influenced by the adaptive learning environments model, which has been recently re-shaped by the bio-educational adaptive approach. Adaptive and bio-educational models share the common main idea that education should be adaptive. Since the 90's the adoption of an adaptive educational point…
Descriptors: Instructional Design, Hypermedia, Computer Uses in Education, Computer Simulation
Munoz-Merino, Pedro J.; Alario-Hoyos, Carlos; Munoz-Organero, Mario; Kloos, Carlos Delgado; Molina, Manuel Fernandez – IEEE Transactions on Learning Technologies, 2018
Educational computer-based competition environments need to be designed with a set of features that enhance the learning process. Although recently some frameworks for the design of educational computer-based systems (e.g., educational games) have been proposed, they do not focus on the details of the competition. Therefore, the design of…
Descriptors: Educational Environment, Computer Uses in Education, Competition, Computer Simulation