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Eileen McGivney – British Journal of Educational Technology, 2025
Agency, or the capacity to take intentional actions, is considered one of the primary affordances of virtual reality (VR) for learning. VR is expected to increase learners' agency because it allows for full-body interactivity from a first-person perspective, giving them novel ways of interacting with the digital environment. Yet, agency in…
Descriptors: Technology Uses in Education, Computer Simulation, Field Trips, Personal Autonomy
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Febri Yanti; Lufri Lufri; Yuni Ahda – Open Education Studies, 2025
Augmented reality (AR) became increasingly popular in education worldwide as a useful tool for improving student engagement, teamwork, and problem-solving abilities to enhance students' skills in Education 4.0 (E4.0). This research aimed to analyze and highlight several research publications that examined the use of AR to improve the skills of…
Descriptors: Computer Simulation, High School Seniors, Skill Development, Technology Uses in Education
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Valentina Nachtigall; Selina Yek; Nikol Rummel – Journal of Computer Assisted Learning, 2024
Background: With the increasing availability of immersive technologies such as 360° videos for educational purposes, research needs to shift from media comparison studies to value-added studies in order to identify conditions for effective learning with such technologies. For the educational use of history-related virtual reality media, which are…
Descriptors: Computer Simulation, Video Technology, Technology Uses in Education, Educational Technology
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Bunari; Isjoni; Asyrul Fikri; Yuliska – Journal of Education and Learning (EduLearn), 2025
This research aims to investigate the impact of using augmented reality (AR) at Muara Takus Temple as a source of history learning for students' historical understanding. Experimental research methods were involved in this research. 88 secondary school students were used as samples. They were split into two groups, the experimental group and the…
Descriptors: Foreign Countries, Secondary School Students, Place Based Education, History Instruction
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Mochammad Faiz Nur Falah; Muhammad Iqbal Rifqy; Ailsa Tsabita Primrose; Taufiq Satria Mukti – Journal of Research and Advances in Mathematics Education, 2025
Curved Side Spaces (BRSL) in learning need to be presented with learning media to make it easier for students to understand the concept. This research aims to produce learning media based on technology and cultural values. The media in question is (BRUSLE) an Android application that can be accessed via mobile with augmented reality hologram…
Descriptors: Computer Simulation, Synthesis, Physical Environment, Simulated Environment
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Fatih Kaya; Ismail San – Advanced Education, 2025
The main purpose of this research is to determine teachers' cognitive structures about the Metaverse. It is a descriptive research in a survey model. The research participants consist of 93 teachers working in public schools in the 2023-2024 academic year in Malatya, Türkiye. First, a stratified purposive sampling method was used to identify the…
Descriptors: Foreign Countries, Computer Simulation, Public School Teachers, Cognitive Structures
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Larissa Jakubow; Emily C. Bouck; Laura Norwine; Holly M. Long; James Nuse; Anna Maria Kitsios – Journal of Special Education Technology, 2025
Virtual reality (VR) is a promising avenue to enhance the independence and daily living skills of high school students with intellectual disability. This study investigated the efficacy of a non-immersive VR focused on teaching food preparation skills to secondary students with intellectual disability. Three high school students with intellectual…
Descriptors: Computer Simulation, Cooking Instruction, High School Students, Students with Disabilities
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Shuhui Li; Xinyue Jiao; Su Cai; Yihua Shen – British Journal of Educational Technology, 2025
This design-based research project explored how various design features of AR-based learning environments (ARLE) influence students' mathematics self-efficacy and learning of kinematics. Specifically, five ARLEs with different design features were developed and implemented with 136 seventh-grade students in two rounds. Data were gathered from pre-…
Descriptors: Computer Simulation, Mathematics Instruction, Self Efficacy, Mathematical Concepts
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Roslizawati Saad; Harun Baharudin; Nik Mohd Rahimi Nik Yusoff – Educational Process: International Journal, 2025
Background/purpose: A significant challenge in teaching Arabic at the secondary level is developing pronunciation, fluency, and communication. Despite increased use of digital tools in instruction, a gap remains in understanding their effectiveness in improving Arabic speaking skills. This article aims to identify the types of digital teaching…
Descriptors: Educational Technology, Technology Uses in Education, Arabic, Secondary Education
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Amy Walker; Kristy Pytash – Voices from the Middle, 2025
Little work has been done to investigate the implementation of innovative technologies, such as virtual reality (VR) and 3D printing, during English language arts instruction in juvenile detention facilities. This study explored how technology integration in restricted spaces can lead students to develop connections and empathy toward others. The…
Descriptors: Adolescents, Middle School Students, Institutionalized Persons, Computer Simulation
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Lauren McArthur Harris; Toby Vaughn Kidd; Bea Rodriguez-Fransen; Victoria E. Thompson – History Teacher, 2025
This study explores what affordances and challenges teacher candidates experience and consider pedagogically in an individual virtual reality (VR) history experience versus a collective VR history experience and what potential they see in using VR technology in their future history teaching. Study participants were teacher candidates enrolled in a…
Descriptors: History Instruction, Preservice Teachers, Computer Simulation, Technology Uses in Education
Brien Waller Luck – ProQuest LLC, 2024
The purpose of this qualitative study was to collect data from 18 published augmented reality researchers to determine their perceptions on: (a) how augmented reality will influence high school education in the future; (b) how augmented reality will impact curriculum and instruction, taking into account specific content areas (e.g., science,…
Descriptors: Computer Simulation, Simulated Environment, High Schools, Technology Uses in Education
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Xinyi Wang; Mohd Nazri Bin Abdul Rahman; Mohd Shahril Nizam Shaharom – Cogent Education, 2024
Augmented reality (AR) technology is increasingly utilized in cognitive development and education of preschoolers. The Augmented Reality Integrated STEM Preschooler (ARISP) module combines AR technology with STEM (Science, Technology, Engineering, and Mathematics) in teaching and learning activity. This study aims to assess the impacts of the…
Descriptors: Foreign Countries, Preschool Education, STEM Education, Learning Activities
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Galiya K. Beisenbayeva; Akan M. Mubarakov; Zoya T. Seylova; Larissa U. Zhadrayeva; Botagoz N. Artymbayeva – Journal of Information Technology Education: Research, 2024
Aim/Purpose: This paper aims to evaluate the influence of an augmented reality mobile application on improving secondary students' visualization and comprehension of geometric concepts. Background: The study involved developing an AR app named Geometria to enhance geometry education. Methodology: In a specialized boarding school in Kokshetau,…
Descriptors: Foreign Countries, Boarding Schools, Grade 10, High School Students
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Qiguang Qiu – International Journal of Web-Based Learning and Teaching Technologies, 2025
This study focuses on the application of virtual reality (VR) technology in moral education. Traditional moral education faces many challenges, but VR technology, with its immersive, interactive, and imaginative characteristics, constructs an immersive moral education environment. Through quasi-experimental research, it was found that the…
Descriptors: Computer Simulation, Moral Values, Ethical Instruction, Values Education
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