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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
Neti Wulandari; Wirawan Fadly; Primus Demboh – Journal of Science Learning, 2025
This study investigates the role of environmental insight--defined as students' prior knowledge--and the use of a virtual reality laboratory in exploring celestial bodies and solar system content integrated with Qur'anic science, with a focus on their effects on students' argumentation abilities. The research employs a quasi-experimental design,…
Descriptors: Astronomy, Persuasive Discourse, Science Instruction, Prior Learning
Wikanta, Wiwi; Suharti, Peni; Asy'ari – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2023
Students' creative thinking skills need to be developed, one of which is through learning. This research was aimed to produce Augmented Reality (AR) media based on Group Investigation (GI) practice models on various living things to improve students' creative thinking skills. This research and development using the 4-D model. However, it only…
Descriptors: Practicums, Handheld Devices, Electronic Learning, Computer Simulation
Lilya Vany Wisma Widiana; Baskoro Adi Prayitno; Bowo Sugiharto – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2024
Development of scientific explanation abilities in students is an important aspect in science education. However, traditional learning methods such as textbooks and PowerPoint presentations are often less effective in improving skills due to lack of student interactivity and involvement in the learning process. This study aimed to analyze the…
Descriptors: Problem Solving, Science Process Skills, Science Education, Science Instruction
Fajar Kurnianto; Anggi Datiatur Rahmat; Heru Kuswanto – Pegem Journal of Education and Instruction, 2024
Learning activities related to students' real-life experiences may create meaningful learning. Integrating traditional games into the physics classroom can reconstruct local knowledge into scientific knowledge. The use of technology can affect student learning achievement. One of the technologies currently attracting attention is Augmented reality…
Descriptors: Computer Simulation, Educational Technology, Critical Thinking, Graphs
Temitope Olokunde – ProQuest LLC, 2023
Integrating technology in education has shown to revolutionize the teaching and learning process in STEM education. It therefore becomes imperative that STEM teachers are skilled and well equipped to use technology in their classrooms. Professional development programs can serve as great channels for teachers to develop their technological…
Descriptors: Secondary School Teachers, STEM Education, Computer Simulation, Skill Development
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
Hong Hoang Nguyen; Minh Khang Nguyen; Quoc Khanh Nguyen – European Journal of Psychology and Educational Research, 2024
The lives and learning experiences of high school students are increasingly intertwined with online activities. With the global trend of Education 4.0, equipping students with digital skills is essential, including the capacity for online social-emotional skills. Someone with social-emotional skills knows how to turn social media into a useful…
Descriptors: Pilot Projects, Foreign Countries, Social Emotional Learning, High School Students
Emily C. Bouck; Laura Norwine; Holly M. Long; Larissa Jakubow; James Nuse – Education and Training in Autism and Developmental Disabilities, 2025
Life skills represent important skills needed for students with intellectual and developmental disabilities (IDD). Technology, including immersive and non-immersive virtual reality, presents options to support the acquisition and maintenance of life skills for students with IDD. In this study, researchers examined a non-immersive virtual…
Descriptors: High School Students, Intellectual Disability, Developmental Disabilities, Students with Disabilities
Shu, Yu; Huang, Tien-Chi – Journal of Educational Research, 2021
In the light of the challenges due to COVID-19, this study proposes an innovative teaching model to integrate STEM education (science, technology, engineering, and mathematics) and virtual reality (VR) into Maker education. Experimental research was conducted with three groups (two experimental groups and a control group) to explore (a) the impact…
Descriptors: Computer Simulation, STEM Education, Instructional Effectiveness, Self Efficacy
I Gusti Putu Asto Buditjahjanto; Juki Irfansyah – Journal of Technology and Science Education, 2023
The use of computer applications as learning media has been widely used in the learning process. One such computer application is Augmented Reality. Augmented Reality has advantages in ease of use, media appeal, and mobility because it can be used on cell phones and tablets. Creative thinking is a skill that students need in solving problems in a…
Descriptors: Computer Simulation, Creative Thinking, Program Effectiveness, Academic Achievement
Simoni, Marisa; Talaptatra, Devadrita; Roberts, Garret; Abdollahi, Hojjat – Psychology in the Schools, 2023
Best practices for technology use in academic settings, specifically those preparing students for postsecondary transition (ages 18-21) are not well documented and research studies commenting on the use of technology for acquisition of social and adaptive skills is limited. Literature indicates that students with mild-moderate intellectual and…
Descriptors: Computer Simulation, Students with Disabilities, Mild Intellectual Disability, Moderate Intellectual Disability
Zhong, Baichang; Zheng, Jijun; Zhan, Zehui – Interactive Learning Environments, 2023
This study examined the effects of virtual and physical robots (VPR) using in different learning stages (simple session/complex session) in a robotics programming course. A quasi-experimental design was implemented with 84 junior high school students from two classes. One class with 44 students used combination of VPR strategy for learning,…
Descriptors: Robotics, Programming, Junior High School Students, Educational Technology
Eroglu, Deniz – Online Submission, 2023
Limited knowledge is currently available regarding the efficacy of mathematics education in online distance learning and the strategies that can be implemented to enhance its effectiveness. The purpose of this study is to investigate the changes in rural students' spatial skills when engaging in activities that necessitate the use of isometric…
Descriptors: Mathematics Instruction, Online Courses, Distance Education, Rural Schools
Ormandy, Elisabeth; Schwab, Janella C.; Suiter, Samantha; Green, Nicole; Oakley, Janice; Osenkowski, Pamela; Sumner, Christine – American Biology Teacher, 2022
Animal dissection is practiced to varying degrees around the world and is particularly prevalent in North America throughout all levels of education. However, a growing number of studies suggest that nonanimal teaching methods (NAMs) (e.g., virtual anatomy tools and three-dimensional models) are better for achieving learning goals compared to…
Descriptors: Animals, Laboratory Procedures, Teaching Methods, Computer Simulation