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Effects of Virtual Reality on Creativity Performance and Perceived Immersion: A Study of Brain Waves
Wang, Yen-Yin; Weng, Tz-Han; Tsai, I-Fan; Kao, Jing-Yueh; Chang, Yu-Shan – British Journal of Educational Technology, 2023
The purpose of this study was to explore the effects of virtual reality (VR) application on creative performance and immersion, evaluated through electroencephalography brain wave data to achieve accurate and robust results. In this study, 72 middle school teachers were recruited as participants, and a non-randomized control-group…
Descriptors: Computer Simulation, Brain, Middle School Teachers, Attention
Ferguson, Joseph Paul – Research in Science Education, 2022
In science education, there is a now established focus on fostering students' meaning making through/as multimodal representations as part of their induction into the epistemic practices of the discipline. Increasingly, this agenda is aligned with an emphasis on nurturing students' creative reasoning, as researchers move to enrich theories of…
Descriptors: Science Education, Creative Thinking, Grade 10, Science Activities
Özeren, Seçil; Top, Ercan – Malaysian Online Journal of Educational Technology, 2023
This research aims to reveal the effects of using augmented reality applications on seventh-grade secondary school students' academic achievement and motivation and to identify students' views on augmented reality applications. For this purpose, the augmented reality application called "CellAR" has been developed for the "Cell and…
Descriptors: Computer Simulation, Academic Achievement, Student Motivation, Secondary School Students
Chang, Yu-Shan; Chou, Chia-Hui; Chuang, Meng-Jung; Li, Wen-Hung; Tsai, I.-Fan – Interactive Learning Environments, 2023
This study investigated the effects of teaching via virtual reality (VR) on creative design performance and creative experiential learning processes by using a pretest--post-test nonequivalent group design to sample 138 seventh graders from a junior high school in Taipei City. The main conclusions from this study are: (1) VR has significant…
Descriptors: Foreign Countries, Computer Simulation, Creativity, Design
Wilson, Jahi – ProQuest LLC, 2023
The purpose of the current study was to examine the effectiveness of virtual reality as a creative adaptive learning tool to help participants control their perceived stress and, in turn, their psychological well-being. The study leveraged humanistic learning theory to conceptualize findings. 353 participants were recruited from five high schools…
Descriptors: Computer Simulation, Anxiety, Well Being, Prediction
Wahid Yunianto; Adi Nur Cahyono; Theodosia Prodromou; Shereen El-Bedewy; Zsolt Lavicza – Science Activities: Projects and Curriculum Ideas in STEM Classrooms, 2025
Creativity and problem-solving are 21st-century skills that we need to develop in our students. Research on computational thinking (CT) integration in school subjects and STEAM activities has shown a positive effect on students' problem-solving skills and creativity. Our study extends our previous work from the integration of CT in a mathematics…
Descriptors: Computation, Thinking Skills, STEM Education, Creativity
Chang, Yu-Shan – Educational Studies, 2022
This study explored the influence of Virtual Reality (VR) on Engineering Design (ED) creativity. This study adopted a quasi-experimental design with a pre-test and post-test. A teaching experiment was conducted in a high school in Taipei City, Taiwan. The main findings were: 1) the use of VR in ED instruction moderately and positively affected ED…
Descriptors: Computer Simulation, Engineering Education, Design, Creativity
Guan, Jue-Qi; Wang, Liang-Hui; Chen, Qu; Jin, Kai; Hwang, Gwo-Jen – Interactive Learning Environments, 2023
Pottery making in technology education aims to foster students' practical and creative ability. In a typical pottery making class, students receive the teacher's instruction on the fundamental techniques used in pottery making and have opportunities to practice. It is meaningful to construct an observation-doing-reflection process for students in…
Descriptors: Ceramics, Art Education, Educational Technology, Computer Simulation
Impedovo, Maria Antonietta; Gadille, Martine – E-Learning and Digital Media, 2021
The purpose of this study was to explore the implications of students' and teacher's creative configuration in the physical and virtual world. This analysis will be performed in a secondary school. Adopting a socio-material perspective, this paper focuses on embodiment configuration features for sense-making via new technology mediation. The…
Descriptors: Secondary School Students, Computer Simulation, Human Body, Creativity
Marwan Abualrob; Thawra Awad – Science Education International, 2024
This study aims to develop an augmented reality (AR) board game for teaching atomic models and measure its effectiveness from the student's point of view. The Analysis, Design, Development, Implementation, and Evaluation model was used to create the AR board game to help achieve the study objectives. The study collected data from three focus…
Descriptors: Computer Simulation, Educational Technology, Models, Instructional Effectiveness
Southgate, Erica – Routledge, Taylor & Francis Group, 2020
"Virtual Reality in Curriculum and Pedagogy" explores the instructional, ethical, practical, and technical issues related to the integration of immersive virtual reality (VR) in school classrooms. The book's original pedagogical framework is informed by qualitative and quantitative data collected from the first-ever study to embed…
Descriptors: Computer Simulation, Technology Integration, Secondary Education, Secondary School Science
Gadille, Martine; Impedovo, Maria Antonietta; Rémon, Josephine; Corvasce, Caroline – Information and Learning Sciences, 2021
Purpose: The purpose of this paper is to understand how the creativity of pupils and teachers is nurtured through the use of a virtual world (VW) within a sociotechnical network affecting pupils' learning in a pilot secondary school. Design/methodology/approach: The analysis is the result of a pluri-disciplinary systemic analysis involving…
Descriptors: Creativity, Computer Simulation, Secondary School Students, Learner Engagement
Poy, Raquel; García, Marcos – Education for Information, 2019
Digital games have a greater ease of construction of new meanings in a virtual world, more affordable, simple and comprehensible by the students than the real world, and in which the individual differences that occur in the real world tend to fade thanks to the interpretation of a character with different characteristics from the real ones.…
Descriptors: High School Students, Game Based Learning, Video Games, Role Playing
Yildirim, Bekir; Sahin-Topalcengiz, Emine; Arikan, Gokhan; Timur, Serkan – Journal of Education in Science, Environment and Health, 2020
The purpose of the study was to determine teachers' opinions about virtual reality (VR). Virtual Reality Interview Form (VRIF) administered to seven teachers after the implementation of VR practices. Teachers received three weeks of intensive training. Afterward, teachers applied VR for two months in their classrooms. Later, interviews held with…
Descriptors: Teacher Attitudes, Computer Simulation, Educational Technology, Technology Uses in Education
Hayashi, Yugo; Takeuchi, Yugo – International Educational Data Mining Society, 2018
This study investigated the factors underlying the estimation of learner self-confidence during explanations with a conversational agent in an online explanation task. Based on reviews of previous studies, we focused on how factors such as the learner's task activities and personal characteristics can be predictors. To examine these points, we…
Descriptors: Self Efficacy, Task Analysis, Cognitive Processes, Individual Characteristics
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