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Jacqueline Corcoran; Malitta Engstrom; Kate Ledwith; Gerard Jefferies; Tamara J. Cadet – Journal of Teaching in Social Work, 2025
Competency-based education in social work (CSWE, 2022) demands active learning methods that demonstrate professional competencies and practice behaviors. Role-plays and simulations are methods that link learning in the classroom with practice. This article explores role-play and simulation variants: basic role-play, real play, student-scripted…
Descriptors: Role Playing, Simulation, Social Work, Competency Based Education
Eduardo Martín; Yefrin Ariza – Science & Education, 2025
Contemporary sciences, including the didactics of science, employ computational simulations as tools in their academic endeavors. The construction and application of these simulations are of interest to didactics as they contribute to shaping new perspectives on scientific activity. Consequently, they warrant special attention in…
Descriptors: Computation, Simulation, Science Education, Design
Jacob Davidsen; Rolf Steier – International Journal of Research & Method in Education, 2025
Methodological advancements for the study of learning processes are both shaped by and drivers of technology developments. Interaction Analysis (IA), as a core methodological approach over the past three decades is reflective of this relationship and can be understood by examining moves from analogue video tapes, to digital media, computational…
Descriptors: Educational Research, Interaction, Research Methodology, Computer Use
Lijia Zong – International Journal of Web-Based Learning and Teaching Technologies, 2025
This study focuses on the application of virtual reality (VR) technology in the field of vocal music training. The author explored VR's application effect and provided references for the modernization of vocal music education. The author constructed a VR vocal music training system, elaborated on its hardware and software components and functions…
Descriptors: Computer Simulation, Music Education, Singing, Technology Uses in Education
Junjie Gavin Wu; Danyang Zhang; Sangmin-Michelle Lee; Junhua Xian – International Journal of Computer-Assisted Language Learning and Teaching, 2025
Digital games have become an important educational tool for learning and teaching. The development of such games has advanced from 2D, desktop-based technologies to 3D, augmented reality (AR) / virtual reality (VR)-based technologies. Yet digital game-based language learning (DGBLL) with AR/VR has only recently started to be investigated, owing to…
Descriptors: Video Games, Computer Simulation, Second Language Learning, Game Based Learning
Harikesh Singh; Li-Minn Ang; Dipak Paudyal; Mauricio Acuna; Prashant Kumar Srivastava; Sanjeev Kumar Srivastava – Technology, Knowledge and Learning, 2025
Wildfires pose significant environmental threats in Australia, impacting ecosystems, human lives, and property. This review article provides a comprehensive analysis of various empirical and dynamic wildfire simulators alongside machine learning (ML) techniques employed for wildfire prediction in Australia. The study examines the effectiveness of…
Descriptors: Artificial Intelligence, Computer Software, Computer Simulation, Prediction
Lorenzo Valente; Federico De Lorenzis; Davide Calandra; Fabrizio Lamberti – IEEE Transactions on Learning Technologies, 2025
In recent years, first responders have faced increasing challenges in their operations, highlighting a growing need for specialized and comprehensive training. In particular, the firefighting incident commanders (ICs) are playing a pivotal role, providing directions to field operators and making critical decisions in emergency situations. Over…
Descriptors: Fire Protection, Experiential Learning, Job Training, Computer Simulation
Ahmad Chaddad; Yuchen Jiang – IEEE Transactions on Learning Technologies, 2025
The concept of the Metaverse, viewed as the ultimate manifestation of the Internet, has gained significant attention due to rapid advances in technologies such as the Internet of Things (IoT) and blockchain. Acting as a bridge between the physical and virtual worlds, the Metaverse has the potential to offer remarkable experiences to its users.…
Descriptors: Internet, Medical Education, Instructional Effectiveness, Artificial Intelligence
Tyler G. Harvey; Delphine Dean – Biomedical Engineering Education, 2025
Challenge: While hands-on laboratory experiences are an important component of biomedical engineering curricula, many of the topics which would often benefit most from these experiences are often too time-, space-, and resource-intensive to incorporate into laboratory classes. One such topic is electrophysiology, where phenomena are hard to…
Descriptors: Discovery Learning, Computer Uses in Education, Computer Simulation, Hands on Science
Jeremy Breaden; Thu Thi Quy Do; Lucas Moreira Anjos-Santos; Nadine Normand-Marconnet – British Journal of Educational Technology, 2025
This paper examines the perspectives of educators on whether internationalisation at a distance (IaD) democratises student mobility in higher education. Adopting a collaborative autoethnographic approach, the analysis focuses on the perspectives of educators involved in virtual mobility practices in relation to three prompts: (1) IaD's capacity…
Descriptors: International Education, Distance Education, Equal Education, Educational Practices
Rebecca L. Hite; Gina M. Childers; Jill Hoffman – International Journal of Science Education, Part B: Communication and Public Engagement, 2025
The transformation of natural history and science museums from receptacles (temples) to facilitators (forums) of knowledge fosters discourse around issues relating to science and society, known as social scientific issues (SSI). To assist guests with enhanced object-based learning, extended reality (XR) technologies are thought to leverage the…
Descriptors: Social Theories, Science and Society, Science Education, Museums
Chris A. Rasmussen – American Journal of Play, 2025
The author discusses how social scientists and psychologists in the late 1960s and early 1970s devised the board games Ghetto, Blacks & Whites, and El Barrio to teach students in college and high school about racism, racial segregation, and poverty in American society. But, he also argues, these games assumed that poor Black and Latino…
Descriptors: Educational Games, Racism, Racial Segregation, Poverty
Zuhan Liu; Lili Wang – Education and Information Technologies, 2025
With the continuous development of embodied cognition theory and virtual reality (VR) technology, its application in teaching has been paid more and more attention by researchers. However, there are still few practical studies on the combination of VR technology and embodied learning. Starting from literature research, the paper analyzes the…
Descriptors: Cognitive Processes, Computer Simulation, Human Body, Experiential Learning
Walter Barbieri; Edward Palmer – SpringerBriefs in Education, 2025
This book provides another perspective to the way educators think about and use educational technologies in secondary and tertiary classrooms. Technology in learning settings has often been used in cautious ways, typically replicating existing, non-technological educational processes. This book proposes that educators be more ambitious with the…
Descriptors: Educational Technology, Technology Uses in Education, Secondary Education, Postsecondary Education
Darryl Cochrane – Student Success, 2025
This practice report describes the application of scenario-based learning to improve awareness of interpersonal skills in sport and exercise students. Thirty second-year undergraduate students over two consecutive academic years engaged in three scenario-based learning activities that simulated client interviews and consultations. The consensus…
Descriptors: Foreign Countries, Undergraduate Students, College Athletics, Exercise
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