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Sara Klingenberg; Robin Bosse; Richard E. Mayer; Guido Makransky – Educational Psychology Review, 2024
This study investigates the role of embodiment when learning a technical procedure in immersive virtual reality (VR) by introducing a framework based on immersion and interactivity. The goal is to determine how increasing the levels of immersion and interactivity affect learning experiences and outcomes. In a 2 × 2 factorial design, 177 high…
Descriptors: Computer Simulation, Learning Experience, Outcomes of Education, High School Students
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Leilei Liang; Tongshuang Yuan; Kai Liu; Chengbin Zheng; Junsong Fei; Songli Mei – Youth & Society, 2025
The purpose of this study was to validate a proposed theoretical model of adolescent internet gaming disorders from a reality-virtual perspective. A questionnaire survey was conducted using random stratified cluster sampling on 3,058 middle school students with internet gaming experience, drawn from four middle schools in a province in northern…
Descriptors: Early Adolescents, Middle School Students, Self Concept, Computer Simulation
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Amy Pallant; Christopher Lore; Hee-Sun Lee; Stephanie Seevers; Trudi Lord – Journal of Geoscience Education, 2025
This paper describes how plate tectonics and rock genesis, two topics that are typically addressed separately in secondary Earth science classes, can be taught together as an integrated system. We define the TecRocks Reasoning Framework, developed to support student reasoning about rock formation situated in the context of plate tectonics. We also…
Descriptors: Secondary School Science, Secondary School Students, Geology, Plate Tectonics
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Miriam Mulders; Kristian H. Träg; Lara Kirner – Instructional Science: An International Journal of the Learning Sciences, 2025
One discussion in the context of education for sustainable development centers around the importance of suitable teaching materials for promoting pro-environmental attitudes. Especially applications that let learners travel to otherwise difficult to reach places seem promising for digital sustainability education that is both accessible and…
Descriptors: Foreign Countries, Secondary School Students, Biodiversity, Sustainable Development
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Candace Walkington; Mitchell J. Nathan; Julianna Washington; Jonathan Hunnicutt; Taylor Darwin; LeaAnne Daughrity; Kelsey Schenck – Education and Information Technologies, 2025
Augmented Reality (AR) technologies allow for holograms to be layered over the real-world, "augmenting" human vision by adding technical information or illustrations onto 3D space. Although AR-based applications are showing positive effects in many systematic reviews and meta-analyses, well-designed, rigorous studies with strong control…
Descriptors: High School Students, Geometry, Computer Simulation, Tablet Computers
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Nicholas O. Awuor; Cathy Weng; Isaac M. Matere; Jeng-Hu Chen; Dani Puspitasari; Khanh Nguyen Phuong Tran – Interactive Learning Environments, 2024
Engineering drawing is valuable in capturing geometric features, conveying engineering ideas, and creating a blueprint of the intended product. Engineering students usually perform orthographic projections, imagining a 3D situation and sketching its 2D representation. That requires imagination and mental visualization, determined by the learner's…
Descriptors: Foreign Countries, Vocational High Schools, High School Students, Engineering Education
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Candace Walkington; Max Sherard; LeaAnne Daughrity; Prajakt Pande; Theodora Beauchamp; Anthony Cuevas – Grantee Submission, 2025
Unprecedented investments are being made in mathematics tutoring interventions for K-12 students, but results from these interventions are not always promising. Traditional online or distance math tutoring can treat learning as disembodied, and not give learners access to embodied resources like gestures, movements, and actions. Virtual Reality…
Descriptors: Affordances, Educational Benefits, Mathematics Instruction, Tutoring
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Kivanç Topraklikoglu; Gülcan Öztürk – Journal of Educational Technology and Online Learning, 2025
This study aims to explain the Metaverse application development process for teaching geometry in a virtual reality environment. The application was developed based on the instructional design model including analysis, design, development, implementation and evaluation phases. The target group was secondary school students. During the analysis…
Descriptors: Computer Simulation, Computer Oriented Programs, Geometry, Mathematics Instruction
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M. Elizabeth Azukas; David Gibson – Technology, Knowledge and Learning, 2025
This qualitative study assessed the impacts of the implementation of simSchool, a digital simulation platform, on pre-service teachers' classroom communication skills in a secondary education program at a northeast public university. Participants included 194 pre-service teachers and four faculty members who completed a total of 952 modules,…
Descriptors: Computer Simulation, Computer Uses in Education, Preservice Teacher Education, Classroom Communication
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Radovan Šikl; Karla Brücknerová; Hana Švedová; Filip Dechterenko; Pavel Ugwitz; Jirí Chmelík; Hana Pokorná; Vojtech Jurík – Journal of Computer Assisted Learning, 2024
Introduction: Media comparison studies examining the effectiveness of immersive virtual reality in education have yielded inconclusive findings, leaving the question of its impact on learning compared to conventional media unanswered. To address this issue, our study employs a novel approach that combines media comparison with an investigation on…
Descriptors: Computer Simulation, Educational Technology, Secondary School Students, Topography
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Hsiu-Ling Chen; Abebayehu Yohannes; Ning-Li Hung – British Journal of Educational Technology, 2025
The escape room game is an example of digital game-based learning that has become a popular learning tool in recent years. However, not enough is known about enthusiasm for and promising reports of the use of escape rooms in education. The purpose of this study was to investigate the effects of escape room game-based civics education on eighth…
Descriptors: Game Based Learning, Computer Games, Computer Simulation, Video Games
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Enzo Ferrari; Pablo Herrero Teijón; Camilo Ruiz – Journal of New Approaches in Educational Research, 2024
Augmented Reality (AR) is now being used in education across various subjects. The number of AR applications has increased with the popularity of smartphones. In this study, we explore the use of AR-based apps for teaching astronomy in the last four years of secondary education in Spain. The study includes an experimental group and a control group…
Descriptors: Astronomy, Computer Simulation, Instructional Effectiveness, Technology Uses in Education
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Seuth Borliboune; Kongmengvang Chuechor; Thonglith Vilaysane; Souliya Keovilaysack – Malaysian Online Journal of Educational Sciences, 2025
This study investigates the influence of computer-based simulations on students' academic achievement and attitudes toward learning Direct Current (DC) circuits in physics. A quasi-experimental design was employed, involving 40 secondary school students divided into an experimental group (20 students) and a control group (20 students). The…
Descriptors: Computer Simulation, Physics, Electronic Equipment, Academic Achievement
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Jonathan Hunnicutt; Julianna Washington; Candace Walkington – Grantee Submission, 2024
Augmented Reality (AR) technologies allow for holograms to be layered over the real-world, "augmenting" human vision by overlaying illustrations onto 3D space. Here we explore the question: What affordances does AR in a collaborative environment have for the future of mathematics education in uncertain times? We conducted a study where…
Descriptors: High School Students, Mathematics Instruction, Geometry, Technology Uses in Education
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Brian Shambare; Thuthukile Jita – Rural Educator, 2025
Despite the promising advantages of cutting-edge technologies like virtual laboratories (VL) for enhancing science education, a significant gap remains between their theoretical benefits and practical application, particularly in rural schools in the Global South. This article argues that the effective integration of VL is largely dependent on…
Descriptors: Rural Schools, Secondary Schools, Computer Simulation, Computer Uses in Education
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