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Mostafa Al-Emran – Interactive Learning Environments, 2024
The rapidly evolving digital landscape, punctuated by the emergence of artificial intelligence (AI) and immersive technologies, is poised to reshape learning environments dramatically. This study explores the potential use of ChatGPT, a state-of-the-art language model developed by OpenAI, in Metaverse learning environments. It sheds light on…
Descriptors: Artificial Intelligence, Natural Language Processing, Technology Uses in Education, Opportunities
De Back, Tycho T.; Tinga, Angelica M.; Louwerse, Max M. – Interactive Learning Environments, 2023
Immersive virtual environments hold unexplored potential to scaffold and stimulate learning in multiple ways for the purpose of increasing potential learning gains. Yet, the number of implementations in educational settings remains very limited. One reason for limited implementation of immersive virtual environment applications may be a lack of…
Descriptors: Cooperation, Educational Environment, Electronic Learning, Distance Education
Chen, Xiaojun; Zhang, Ying; Wu, Wei; Luo, Yupeng; Shi, Yangming – International Journal of Technology in Teaching and Learning, 2022
This paper explores assessment approaches within the unique context of Extended Reality (XR) learning environments, which offer immersive and contextualized experiences. Focusing on STEM disciplines, the paper presents four distinctive XR-based assessment cases, exploring the discipline, context, purpose, and results of each. These insights aim to…
Descriptors: STEM Education, Evaluation Methods, Computer Simulation, Educational Environment
Lahcen Oubahssi; Claudine Piau-Toffolon; Oussema Mahdi – Interactive Learning Environments, 2024
In this paper, we address the issue of the design and deployment of VR-oriented pedagogical scenarios by teachers as designers. To provide practical and theoretical solutions, we analyse the various existing models and tools for assisting teachers in the design and deployment of virtual reality learning environments (VRLEs). We identify a need for…
Descriptors: Computer Simulation, Teaching Methods, Instructional Design, Technology Uses in Education
Xilang He – International Journal of Education and Literacy Studies, 2023
The term "metaverse" refers to a range of technologies, including chip technology, network communication technology, VR/AR/MR/XR technology, game technology (game engine, game code, multimedia resources), and block chain technology. Augmented reality and virtual reality offer numerous potential application. As the social metaverse…
Descriptors: Computer Simulation, Simulated Environment, Physical Education, Technology Uses in Education
Sin, Zackary P. T.; Jia, Ye; Wu, Astin C. H.; Zhao, Isaac Dan; Li, Richard Chen; Ng, Peter H. F.; Huang, Xiao; Baciu, George; Cao, Jiannong; Li, Qing – IEEE Transactions on Learning Technologies, 2023
Metaverse, an alternative universe for play, work, and interaction, has become a captivating topic for academia and industry in recent times. This opens the question on what a metaverse for education, or edu-metaverse, should look like. It is believed that this metaverse for learning should be grounded by a pedagogical theory. Particularly, we…
Descriptors: Computer Simulation, Simulated Environment, Constructivism (Learning), Technology Uses in Education
Ezequiel Scott; Marcelo Campo – Interactive Learning Environments, 2023
Scrum is one of the most used frameworks for agile software development because of its potential improvements in productivity, quality, and client satisfaction. Academia has also focussed on teaching Scrum practices to prepare students to face common software engineering challenges and facilitate their insertion in professional contexts.…
Descriptors: Computer Simulation, Training, Computer Software, Computer Science Education
Wang, Minjuan; Yu, Haiyang; Bell, Zerla; Chu, Xiaoyan – IEEE Transactions on Learning Technologies, 2022
The Metaverse is a network of 3-D virtual worlds supporting social connections among its users and enabling them to participate in activities mimicking real life. It merges physical and virtual reality and provides channels for multisensory interactions and immersions in a variety of environments (Mystakidis, 2022). The Metaverse is considered the…
Descriptors: Technology Uses in Education, Computer Simulation, Educational Environment, Best Practices
Ruben Aleman; Karen Vaughan; Kyle Summerfield; Janel Seeley – Natural Sciences Education, 2023
As the use of online education increases, technologies to improve the quality of learning have been improving alongside it. One method of information dissemination is virtual learning environments (VLE), in which educators can tailor digital lessons according to their subject and the needs of their students. For soil science, and field-based…
Descriptors: Computer Simulation, Simulated Environment, Electronic Learning, Educational Environment
Brittney Heibel; Ryan Anderson; Marshall Swafford; Bradley Borges – Journal of Agricultural Education, 2024
Virtual reality (VR) technology is an advanced modern resource commonly integrated into various forms of training. VR training simulations are customizable in that quality-grading parameter settings, physical environment, and user capacity can be modified to personal or professional preference. In this study, VR technology training practices are…
Descriptors: Technology Integration, Computer Simulation, Sequential Approach, Training Methods
Carsten Lecon – Athens Journal of Education, 2024
In this paper, we describe a teaching scenario using a virtual environment (known also in the context of the 'metaverse'). This is motivated by the challenges that arise during the pandemic. More and more teaching scenarios are transferred to online learning settings, which allow learning at any time and at any time. One of the possibilities are…
Descriptors: Electronic Learning, Virtual Classrooms, Computer Simulation, Artificial Intelligence
de Freitas, Elizabeth; Rousell, David; Jäger, Nils – Research in Education, 2020
This paper undertakes an analysis of the "smart school" as a building that both senses and manages bodies through sensory data. The authors argue that smart schools produce a situation of ubiquitous sensation in which learning environments are continuously sensed, regulated, and controlled through complex sensory ecosystems and data…
Descriptors: Information Technology, Ethics, Political Issues, Sensory Aids
Gautam, Aakash; Williams, Daron; Terry, Krista; Robinson, Kelly; Newbill, Phyllis – TechTrends: Linking Research and Practice to Improve Learning, 2018
As technologies continue to develop and evolve, it is imperative that instructional technologists, learning scientists, and educators involved with examining learning affordances of emerging technologies investigate the potential of innovative environments to promote and facilitate learning. This paper, as such, will describe a newly developed…
Descriptors: Affordances, Educational Environment, Educational Technology, Blended Learning
Siegler, Robert S.; Im, Soo-hyun; Schiller, Lauren K.; Tian, Jing; Braithwaite, David W. – Grantee Submission, 2020
Children's failure to reason often leads to their mathematical performance being shaped by spurious associations from problem input and overgeneralization of inapplicable procedures rather than by whether answers and procedures make sense. In particular, imbalanced distributions of problems, particularly in textbooks, lead children to create…
Descriptors: Logical Thinking, Arithmetic, Numbers, Fractions
Frazier, Erin; Lege, Ryan; Bonner, Euan – Teaching English with Technology, 2021
Virtual Reality (VR) is a valuable tool for learning, however, there is a lack of education-focused content for language learning needs. This article introduces the "VR Application Analysis Framework" (Lege, Bonner, Frazier, & Pascucci, 2020) to assist educators in scaffolding existing commercial off-the-shelf (COTS) applications for…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Second Language Learning