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Victor del Carmen Avendano Porras; Iris Alfonzo Albores; Sergio Andres Correal Cuervo – Turkish Online Journal of Distance Education, 2025
This research aimed to explore the dimensions and implications of the early use and integration of metaverses in public high schools in the region of the Altos de Chiapas, Mexico, through a sequential mixed methods approach. Initially, a standardized survey was administered to a stratified probabilistic sample of 1402 students from various schools…
Descriptors: Foreign Countries, Distance Education, Indigenous Populations, High School Students
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Jia-Hua Zhao; Patcharin Panjaburee; Gwo-Jen Hwang; Wararat Wongkia – Interactive Learning Environments, 2024
Scholars have suggested English classrooms with sufficient context and fun activities to increase English performance and promote learning motivation. With the rapid growth of technology-enhanced learning, virtual reality (VR) has become increasingly popular in English learning. Using VR without a well-designed learning environment, however, may…
Descriptors: Foreign Countries, Metacognition, Game Based Learning, Computer Simulation
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Iqbal A. Rizki; Nadi Suprapto; Hanandita V. Saphira; Yusril Alfarizy; Riski Ramadani; Aulia Dwi Saputri; Dewi Suryani – Journal of Pedagogical Research, 2024
Low levels of critical thinking skills and learning motivation, particularly in physics learning, pose significant challenges that must be promptly addressed to ensure students' future success. To tackle this issue, the present study endeavors to develop a Cooperative Model, Digital Game, and Augmented Reality (CAP)-based learning, which is both…
Descriptors: Foreign Countries, High School Students, Physics, Game Based Learning
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Rustam Shadiev; Suping Yi; Fahriye Altinay – Interactive Learning Environments, 2024
The present study employed virtual reality technology to develop online learning environments that facilitated student cultural and self-directed learning. Junior high school participants engaged in creating virtual tours, sharing them with peers online, and implementing self-directed learning strategies. A one-group posttest-only design was…
Descriptors: Independent Study, Computer Simulation, Tourism, Technology Uses in Education
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Yunus Emre Avcu; Yavuz Yaman – Journal of Inquiry Based Activities, 2024
A differentiated science activity was created for gifted students. The focus is on Sustainable Development Goal 15 (SDG-15) for life on land, enhancing engagement, self-regulated learning skills, and scientific creativity in gifted students. The activity spanned eight lesson hours, with tasks encouraging observation, inquiry, and creative…
Descriptors: Gifted, Individualized Instruction, Science Instruction, Computer Simulation
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Muhua Zhang; Chien-Yuan Su – Education and Information Technologies, 2025
Immersive virtual reality (IVR) is expected to create a greater sense of presence that might improve students' laboratory learning experiences. However, little research has verified the influence of presence on students' perceptions toward immersive laboratory learning. The current study, which is based on the expectation confirmation model,…
Descriptors: Adolescents, Adolescent Attitudes, Laboratory Training, Foreign Countries
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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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Jose Belda-Medina – Contemporary Educational Technology, 2025
This study investigates the impact of augmented reality (AR) on vocabulary and content learning, as well as attitudes, in a content and language integrated learning (CLIL) setting. The research, based on convenience sampling, involved 162 secondary education students from three schools, divided into an experimental group (EG) and a control group…
Descriptors: Content and Language Integrated Learning, Simulated Environment, Vocabulary Development, Language Acquisition
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Matthew Caratachea; W. Monty Jones – Educational Technology Research and Development, 2024
The emergence of immersive VR technology in K-12 educational spaces has created a need for research examining the affordances and constraints of this technology for student learning. The current study uses a case-study methodology to illustrate K-12 secondary science teachers' perceived affordances and constraints of using immersive VR tools to…
Descriptors: Secondary School Teachers, Science Teachers, Affordances, Computer Simulation
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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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Kenneth Silseth; Rolf Steier; Hans Christian Arnseth – International Journal of Computer-Supported Collaborative Learning, 2024
By adopting a situated and interactional approach, we explore students' immersive VR experiences as resources for collaborative meaning making and learning. We draw on data from a project in which teachers and researchers co-developed a learning design for upper secondary students involving immersive VR technology. In this learning design,…
Descriptors: Foreign Countries, Secondary School Students, Computer Simulation, Constructivism (Learning)
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Wang, Hsin-Yun; Sun, Jerry Chih-Yuan – Interactive Learning Environments, 2023
This study investigated student engagement and focused attention in three co-creation environments (a paper-based environment, the 2D Jamboard platform, and the CoSpaces virtual reality (VR) platform). The study utilized a quasi-experimental research design with a total of 66 tenth-grade students including 34 males (52%) and 32 females (48%) from…
Descriptors: Computer Simulation, Learner Engagement, Attention, Electronic Learning
Long He – ProQuest LLC, 2023
Achieving an in-depth understanding of unfamiliar science concepts has been found to be difficult when learners can not index science language to relevant sensorimotor experiences. Ongoing research in embodied cognition highlights the importance of relevant sensorimotor experiences in understanding and learning new information. Aiming to foster…
Descriptors: Computer Simulation, Learning Activities, Instructional Design, Instructional Effectiveness
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Xinyue Li – International Journal for Technology in Mathematics Education, 2023
Digital learning resources are commonly employed to support learning in out-of-class contexts, either as a complement to the learning in formal classrooms or as an alternative that can be used by learners to pursue personal learning goals. This study identified a significant gap in the literature concerning children's use of digital technology to…
Descriptors: Secondary School Students, After School Programs, STEM Education, Educational Technology
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Trudi Lord; Paul Horwitz; Hee-Sun Lee; Amy Pallant; Christopher Lore – Journal of Science Education and Technology, 2025
From the experiential learning perspective, this study investigates middle and high school students (n = 1009) who used an online module to learn about wildfire hazards, risks, and impacts through computational simulations of wildfire phenomena. These students were taught by 18 teachers in urban, rural, and suburban schools across the United…
Descriptors: Concept Formation, Natural Disasters, Risk Assessment, Risk
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