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Furkan Kalyoncu; Hasan Karal – Education and Information Technologies, 2025
The aim of this study is to design and develop an augmented reality based mobile application (HardwARe teaching material) based on the "Computer Systems" subject outcomes in the 5th grade curriculum. In the design and development phase of the HardwARe teaching material, the design-based research (DBR) method, which is frequently…
Descriptors: Computer Simulation, Technology Uses in Education, Design, Material Development
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Atina Putri; Fahma Waluya Rosmansyah; Chessa Nur Triejunita; Yuda Sukmana; Nyilo Purnami; Sakina Sakina; Yuni Sari Amalia; Yusep Rosmansyah – Smart Learning Environments, 2025
The increasing popularity of mobile devices as alternative tools for learning has led to the adoption of virtual laboratory simulation (VLab) to enhance practical learning experiences. This paper introduces an interactive mobile learning application designed to facilitate medical students in learning ear anatomy using a three-dimensional model.…
Descriptors: Science Laboratories, Anatomy, Science Education, Computer Simulation
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Barathan Selvam; Grace Annammal Gnana Piragasam – British Journal of Special Education, 2025
The increasing use of mobile devices in educational settings is mainly attributable to the significant contributions made by technological advancements. These devices now make it possible to incorporate mobile applications, such as augmented reality (AR), in order to provide students with learning disabilities with assistance in improving their…
Descriptors: Students with Disabilities, Writing Skills, Learning Disabilities, Telecommunications
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Meiyan Huang; Tang Yongquan – Journal of Computer Assisted Learning, 2025
Aim: In recent years, the integration of cutting-edge technology into professional sports training (ST) has revolutionized the way athletes prepare for competition. The study aims to quantitatively analyse the impact of cutting-edge technology on enhancing performance, efficiency, and outcomes in professional ST programs. Purpose: The purpose of…
Descriptors: Athletics, Technology, Influence of Technology, Training
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Abdul Bashith; Saiful Amin; Muhammad Aliman; Muchammad Akbar Kurniawan; Hasse Jubba; Linda Maulidiah – Educational Process: International Journal, 2025
Background/purpose: Empirical data consistently demonstrate that social sciences education suffers from suboptimal learning outcomes, primarily due to overcrowded curricula and students' struggle to connect abstract theoretical concepts with real-world applications. Therefore, learning that implements technology to assist students in comprehending…
Descriptors: Laboratories, Social Sciences, Computer Simulation, Technology Uses in Education
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Regina Kaplan-Rakowski; Deborah Cockerham; Richard E. Ferdig – British Journal of Educational Technology, 2024
Multisensory-rich VR experiences, which encompass visual, auditory, and haptic stimuli, have the potential to enhance engagement, motivation, and learning. However, extensive sensory stimuli could also compromise learning through sensory overload. In museum settings, visitors who are inundated with excessive stimuli such as unrelated background…
Descriptors: Multisensory Learning, Computer Simulation, Handheld Devices, Learner Engagement
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Venus Chan – Journal of Computer Assisted Learning, 2025
Background: Technology advancement changes not only interpreting practices but also its pedagogy, which has long been criticised for lacking authenticity in/out-of-classroom practices. Objective: This empirical research aims to develop a mobile-assisted language learning application powered by extended reality (XR). Shortened as 'XR MALL', this…
Descriptors: Computer Simulation, Computer Assisted Instruction, Second Language Learning, Translation
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Aguayo, Claudio; Eames, Chris – Journal of Environmental Education, 2023
Mixed reality (XR) environments combining real-to-virtual immersive experiences provide unprecedented potential for reframing educational pedagogy and practice. XR environments provide scaffolded learning points accommodating individual needs, while enhancing sensorial and embodied experiences. XR environments can facilitate self-determined…
Descriptors: Computer Simulation, Environmental Education, Educational Technology, Foreign Countries
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Tzortzoglou, Filippos; Kosmas, Panagiotis; Avraamidou, Lucy – Contemporary Educational Technology, 2023
The use of augmented reality games (ARGs) in education has gained increased attention from curriculum developers, teachers, and researchers in the past decade. Research findings show that ARGs can promote meaningful learning environments that foster key competences for the 21st century. This paper presents the design process of…
Descriptors: Computer Simulation, Game Based Learning, Telecommunications, Handheld Devices
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Gustavo Martins Nunes Avellar; Maria Lydia Fioravanti; William Simao de Deus; Kalinka Regina Lucas Jaquie Castelo Branco; Ellen Francine Barbosa – Education and Information Technologies, 2024
High-resolution displays on mobile devices, accurate motion sensors, and efficient mobile processors have taken virtual reality (VR), essentially employed in laboratory, to everyday environments, including homes, workplaces, and classrooms. Regarding programming education, it has been investigated in conjunction with various educational…
Descriptors: Computer Oriented Programs, Elementary Secondary Education, Programming, Concept Formation
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Haozhe Jiang; Deqi Zhu; Ritesh Chugh; Darren Turnbull; Wu Jin – Education and Information Technologies, 2025
As virtual reality (VR) and augmented reality (AR) continue to become popular, there remains a noticeable gap in understanding their potential for enriching science, technology, engineering, and mathematics (STEM) learning among K-12 students. To address this knowledge gap, this study systematically reviewed 117 articles published from 2010 to…
Descriptors: Computer Simulation, Technology Uses in Education, STEM Education, Elementary Secondary Education
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Yu, Fahong; Chen, Meijia; Zhu, Qiang; Yu, Bolin; Liu, Jianhua; Cai, Zhaoquan – International Journal of Distance Education Technologies, 2023
Aimed to adapt the experimental teaching to keeping up with the actual application of the experimental scene, an experimental teaching based on virtual-real combination for mobile communication was proposed in this article, which realized the collaborative mode of combining online virtual operations and real operations. The virtual experiments…
Descriptors: Computer Simulation, Handheld Devices, Telecommunications, Computer Mediated Communication
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Nor Farhah Saidin; Noor Dayana Abd Halim; Noraffandy Yahaya; Nurul Nadwa Zulkifli – Knowledge Management & E-Learning, 2024
Augmented Reality (AR) has emerged in our educational paradigm as a new tool to accelerate change in the teaching and learning process. This technology can improve students' visualisation skills, which helps them understand abstract concepts, especially in Chemistry. Furthermore, visualisation skills help improve students' critical thinking. This…
Descriptors: Critical Thinking, Visualization, Simulated Environment, Computer Simulation
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Nicolas Loiseau; Adrien Bruni; Pierre Puigpinos; Jean-Christophe Sakdavong – International Association for Development of the Information Society, 2024
This paper explores the concept of self-efficacy and its impact on individual performance on a mobile learning application. Self-efficacy refers to one's belief in their ability to achieve their goals and is a key factor in everyday life. To investigate the relationship between self-efficacy and performance, we conducted an experiment with 104…
Descriptors: Self Efficacy, Telecommunications, Handheld Devices, Computer Software
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Yuyu Chen; Yuntao Zou – European Journal of Education, 2024
This research paper focuses on the adoption of multi-perspective theory to study teachers' attitudes and intentions towards using intelligent mixed reality (MR) devices for classroom behaviour analysis. The research model integrates TRI (Technology Readiness Index), IDT (Innovation Diffusion Theory), ECM (Expectation Confirmation Theory) and TAM…
Descriptors: Teacher Attitudes, Educational Quality, Intention, Artificial Intelligence
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