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Martins, Bruno Rodrigo; Jorge, Joaquim Armando; Zorzal, Ezequiel Roberto – Interactive Learning Environments, 2023
Studies indicate that Augmented Reality (AR) is quickly becoming an effective technology for training programs. This systematic literature review (SLR) aims to screen works published on AR for corporate training. We describe AR training applications, discuss current challenges, literature gaps, opportunities, and tendencies of corporate AR…
Descriptors: Computer Simulation, Educational Technology, Industrial Training, On the Job Training
VR-Based Health and Safety Training in Various High-Risk Engineering Industries: A Literature Review
Toyoda, Ryo; Russo-Abegão, Fernando; Glassey, Jarka – International Journal of Educational Technology in Higher Education, 2022
This article provides a critical review of the current studies in VR-based health and safety training, assessment techniques, training evaluation, and its potential to improve the training evaluation outcomes in various high-risk engineering industries. The results of this analysis indicate the breadth of VR-based applications in training users on…
Descriptors: Computer Simulation, Safety Education, Training, Engineering
Hasan Mahbub Tusher; Steven Mallam; Salman Nazir – Technology, Knowledge and Learning, 2024
The evolving complexity of Virtual Reality (VR) technologies necessitates an in-depth investigation of the VR features and their specific utility. Although VR is utilized across various skill-training applications, its successful deployment depends on both technical maturity and context-specific suitability. A comprehensive understanding of…
Descriptors: Computer Simulation, Skill Development, Professional Training, Outcomes of Education
Ozcan Ozyurt; Hacer Ozyurt – Education and Information Technologies, 2024
The aim of this study is to identify the main research interests and trends in the literature related to the integration of virtual reality into educational and training environments and to provide a potential guideline for future applications of virtual reality. For this purpose, a topic modeling analysis was conducted with a total of 16413…
Descriptors: Computer Simulation, Educational Research, Educational Trends, Training
Sajjad Farashi; Saeid Bashirian; Ensiyeh Jenabi; Katayoon Razjouyan – International Journal of Developmental Disabilities, 2024
Background: People with autism spectrum disorder (ASD) have difficulties recognizing emotions. Studies showed that virtual reality (VR) and computerized training programs might be used as potential tools for enhancing emotion recognition in such people. However, some inconsistencies were observed between the studies. Objective: In the current…
Descriptors: Computer Simulation, Training, Emotional Response, Autism Spectrum Disorders
Mohan Yang; Courtney Miller; Helen Crompton; Zilong Pan; Noah Glaser – TechTrends: Linking Research and Practice to Improve Learning, 2024
The implementation of virtual reality (VR) has gained popularity in the organizational settings in responding to the digital transformation in the era of Industry 4.0. VR offers immersive and authentic experiences for learners through simulated real-life scenarios during training. While the affordances have been widely discussed, there is a need…
Descriptors: Computer Simulation, Organizational Learning, Training, Technology Integration
Khaleel Asyraaf Mat Sanusi; Deniz Iren; Nardie Fanchamps; Mai Geisen; Roland Klemke – Educational Technology Research and Development, 2025
Psychomotor skill training has traditionally relied on the physical presence of both teacher and learner for effective demonstrations and feedback, posing challenges for remote and self-directed learning. Technological advancements have given rise to immersive learning environments (ILEs), offering novel solutions for interactive and multimodal…
Descriptors: Psychomotor Skills, Skill Development, Computer Simulation, Electronic Learning
Dhanya Pramod – Journal of Applied Research in Higher Education, 2025
Purpose: The growth of the internet, access to technology and rapid digital transformations have paved the way for developing attack surfaces for individuals and organizations. There is a dire need to provide cybersecurity awareness most effectively. Gamification-based platforms have evolved to make cybersecurity education more engaging and…
Descriptors: Gamification, Computer Security, Information Security, Training
Renganayagalu, Sathiya kumar; Mallam, Steven C.; Nazir, Salman – Technology, Knowledge and Learning, 2021
Over the past decade, virtual reality (VR) has re-emerged as a popular technology trend. This is mainly due to the recent investments from technology companies that are improving VR systems while increasing consumer access and interest. Amongst many applications of VR, one area that is particularly promising is for pedagogy. The immersive,…
Descriptors: Computer Simulation, Video Technology, Technology Uses in Education, Experiential Learning
Jantakun, Thiti; Jantakun, Kitsadaporn; Jantakoon, Thada – Online Submission, 2023
Advances in augmented and virtual reality (AVR) technology have allowed for the development of AVR interactive learning environments (AVR-ILEs) with increasing fidelity. When paired with a suitably capable computer tutor agent, such environments can permit adaptive and self-directed learning of procedural skills in some cases. We undertook a…
Descriptors: Virtual Classrooms, Computer Simulation, Intelligent Tutoring Systems, Skill Development
Amy Meenaghan; Iris van Sintemaartensdijk – Smart Learning Environments, 2024
XR technology (an umbrella term that incorporates virtual reality (VR), augmented reality (AR), mixed reality (MR), and in some opinions, 360 immersive video) offers considerable potential for supporting learning in the criminal justice sector. The use of XR can allow students and trainees to experience hard-to-reach, risky and dangerous…
Descriptors: Computer Simulation, Video Technology, Technology Uses in Education, Educational Technology
Hill, James; Hamer, Oliver; Breed, Hetty; Ford, Jordan; Twamley, Jacqueline; Kenyon, Roger; Twamley, Huw; Casey, Rob; Zhang, Jennifer; Clegg, Andrew – Journal of Computer Assisted Learning, 2023
Background: The use of virtual reality (VR) in medical education allows learners to make mistakes safely without risk to patients and to refine a range of clinical skills by repetition. However, there is still wide variability both between, and within countries regarding the amount of training delivered using VR, particularly in relation to…
Descriptors: Hospitals, Health Personnel, Patients, Job Training
Gu, Peidi; Xu, Xinhao; Qian, Xueqin; Weng, Tsung-Han – IEEE Transactions on Learning Technologies, 2023
Multiple studies have examined learning and training for autistic students to improve their quality of life by using eXtended-Reality (XR) technologies, which mainly include virtual reality (VR), augmented reality (AR), and mixed reality (MR). Nevertheless, little is known about how technical features and technology affordances of the XR…
Descriptors: Computer Simulation, Simulated Environment, Affordances, Autism Spectrum Disorders
Philip Hallinger; Köksal Banoglu; Sedat Gümüs – Leadership and Policy in Schools, 2025
This scoping review examined 41 peer-reviewed articles on digital simulations and serious games used in educating school leaders. Content analysis documented the wide range of theories and topics incorporated into existing educational leadership simulations, e.g. instructional leadership, change management, problem-solving, coaching, and ethical…
Descriptors: Computer Simulation, Educational Games, Instructional Leadership, Educational Research
Yogesh Sharma; Ankit Suri; Rajeev Sijariya; Lokesh Jindal – E-Learning and Digital Media, 2025
The aim of the research is to investigate the role of Education 4.0 in innovative curricular practices and digital literacy, weaving logically with the central focus of the study on identifying new and emerging areas in the field. The research uses bibliometric analysis and scientific mapping to analyse the body of knowledge already published and…
Descriptors: Digital Literacy, Curriculum Development, Educational Practices, Role of Education

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