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Guillaume Decormeille; Thomas Geeraerts; Médéric Descoins; Nathalie Huet – Applied Cognitive Psychology, 2025
Screen-based simulation (SBS) can complement traditional nursing courses. We compared the effect of innovative virtual environments not widespread in French nursing schools on self-efficacy, quiz performance, and self-regulated learning behaviors. This quasi-experimental study involved 1183 student nurses. Participants were divided into an…
Descriptors: Foreign Countries, Nursing Education, Nursing Students, Computer Simulation
Risna Arifiani; Irwanto Irwanto – Journal of Educators Online, 2024
Due to the difficulty of chemical compounds to visualize, augmented reality (AR) integrated with mobile learning has been developed as an alternative media for studying chemistry. This study aims to analyze the use of AR-integrated mobile learning in chemistry education from a bibliometric perspective in the last decade. A total of 225 articles…
Descriptors: Technology Uses in Education, Physical Environment, Computer Simulation, Simulated Environment
Yeh, Hui-Chin; Tseng, Sheng-Shiang – Language Learning & Technology, 2020
Augmented reality (AR) technology has been used to successfully improve traditional literacy. However, there has been a paradigm shift in literacy education from traditional literacy to multimodal literacy. Little research has explored how students establish effective multimodal meaning-making using AR technology. This study is an investigation of…
Descriptors: Computer Simulation, Learning Modalities, English (Second Language), Second Language Learning
Arts-Based Instructional and Curricular Strategies for Working with Virtual Educational Applications
Steele, Patricia; Johnston, Elizabeth; Lawlor, Andrew; Smith, Cassandra; Lamppa, Sonja – Journal of Educational Technology Systems, 2019
In the 21st century, easy access to visually rich, immersive, student-centered, virtual applications could augment or replace text-based learning. However, the new developments are offset by the lack of insight into pedagogies needed to guide educators through a visual learning environment. The purpose of this directed content analysis was to…
Descriptors: Computer Simulation, Teaching Methods, Visual Learning, Content Analysis
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
Chen, Hsiu-Ling; Liao, Yen-Chun – Journal of Educational Computing Research, 2022
Digital learning has become an inevitable trend with many benefits for students' learning performance and motivation. However, Virtual Reality, a pervasive mode of digital learning nowadays, has incurred ambivalence among teachers over the years due to its high cost and other technical concerns. Panoramic image VR (PIVR) is a cost-efficient…
Descriptors: Computer Simulation, Simulated Environment, Work Environment, Vocational High Schools
Kohnle, Antje; Ainsworth, Shaaron E.; Passante, Gina – Physical Review Physics Education Research, 2020
[This paper is part of the Focused Collection on Curriculum Development: Theory into Design.] This manuscript discusses how learning theories have been applied to shape multiple aspects of the design of curricular activities combining interactive computer simulations and University of Washington style tutorials (so-called simulation-tutorials).…
Descriptors: Freehand Drawing, Visual Learning, Computer Simulation, Tutoring
Han, Hsiao-Cheng – International Journal of Education & the Arts, 2017
This paper presents a three-year participatory action research project focusing on the graduate level course entitled Visual Learning in 3D Animated Virtual Worlds. The purpose of this research was to understand "How the virtual world processes of observing and creating can best help students learn visual theories". The first cycle of…
Descriptors: Visual Learning, Virtual Classrooms, Experiential Learning, Graduate Students
Chen, Yu-ching – Journal of Educational Computing Research, 2019
Motivation and math anxiety are crucial in performance and satisfaction, and augmented reality (AR) may be a useful tool in enhancing these factors because it provides users with interesting visual experiences. Since related empirical research is limited in investigating the effects of using free mobile AR apps integrating Keller's ARCS…
Descriptors: Handheld Devices, Computer Simulation, Mathematics Anxiety, Visual Learning
Stoerger, Sharon – Knowledge Quest, 2008
Virtual worlds enable students to learn through seeing, knowing, and doing within visually rich and mentally engaging spaces. Rather than reading about events, students become part of the events through the adoption of a pre-set persona. Along with visual feedback that guides the players' activities and the development of visual skills, visual…
Descriptors: Visual Learning, Computer Simulation, Information Literacy, Computer Uses in Education
Plass, Jan L.; Homer, Bruce D.; Hayward, Elizabeth O. – Journal of Computing in Higher Education, 2009
This paper reviews research on learning from dynamic visual representations and offers principles for the design of animations and simulations that assure their educational effectiveness. In addition to established principles, new and revised design principle are presented that have been derived from recent research. Our review focuses on the…
Descriptors: Higher Education, Educational Technology, Instructional Effectiveness, Instructional Design
Lee, Hyunjeong; Plass, Jan L.; Homer, Bruce D. – Journal of Educational Psychology, 2006
How can cognitive load in visual displays of computer simulations be optimized? Middle-school chemistry students (N = 257) learned with a simulation of the ideal gas law. Visual complexity was manipulated by separating the display of the simulations in two screens (low complexity) or presenting all information on one screen (high complexity). The…
Descriptors: Cognitive Processes, Visual Aids, Computer Simulation, Middle School Students
Fields, Alexa W.; Shelton, Amy L. – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2006
Spatial skills are known to vary widely among normal individuals. This project was designed to address whether these individual differences are differentially related to large-scale environmental learning from route (ground-level) and survey (aerial) perspectives. Participants learned two virtual environments (route and survey) with limited…
Descriptors: Individual Differences, Spatial Ability, Visual Measures, Computer Simulation

Psotka, Joseph – Instructional Science, 1995
Describes virtual reality (VR) technology and VR research on education and training. Focuses on immersion as the key added value of VR, analyzes cognitive variables connected to immersion, how it is generated in synthetic environments and its benefits. Discusses value of tracked, immersive visual displays over nonimmersive simulations. Contains 78…
Descriptors: Cognitive Processes, Cognitive Style, Computer Simulation, Educational Research
Droll, Jason A.; Hayhoe, Mary M.; Triesch, Jochen; Sullivan, Brian T. – Journal of Experimental Psychology: Human Perception and Performance, 2005
Attention and working memory limitations set strict limits on visual representations, yet researchers have little appreciation of how these limits constrain the acquisition of information in ongoing visually guided behavior. Subjects performed a brick sorting task in a virtual environment. A change was made to 1 of the features of the brick being…
Descriptors: Visual Learning, Attention, Memory, Visual Stimuli
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