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Azetu Azashi Agyo; Emmanuel John Anagu – International Journal of Technology in Education and Science, 2025
As educational needs change, gamified immersive virtual reality (I-VR) can enhance learning by making it more interactive. Immersive virtual reality is used more in science than in the humanities. This study uses the Theory of Planned Behavior (TPB) to explore factors that affect students' intentions to use gamified I-VR, particularly in…
Descriptors: Gamification, Computer Simulation, Literacy, English Instruction
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Juhee Lee; Yujung Ko – Education and Information Technologies, 2025
Metaverse technology is becoming increasingly popular in educational environments around the world. However, before it is widely applied in public education for adolescents learning English as a foreign language (EFL), it is crucial to assess its effectiveness in comparison to traditional teaching approaches. Our study involved 336 seventh-grade…
Descriptors: Middle School Students, Middle School Teachers, English (Second Language), Second Language Learning
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Sithole, Alec; Chiyaka, Edward T.; Mabwe, Kumbirai – Higher Education Studies, 2022
Our study evaluates students' approaches to and perceptions of the use of hands-on at-home laboratory kits (HALK) experiments, open-source computer-based simulations (OSCBS), and their combination (OSCBS-HALK) in undergraduate introductory asynchronous online physics courses. Anonymous survey data from students who had completed online physics…
Descriptors: Science Instruction, Hands on Science, Science Laboratories, Science Experiments
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Lyk, Patricia Bianca; Majgaard, Gunver; Vallentin-Holbech, Lotte; Guldager, Julie Dalgaard; Dietrich, Timo; Rundle-Thiele, Sharyn; Stock, Christiane – Electronic Journal of e-Learning, 2020
This paper presents the design process of a Danish educational virtual reality (VR) application for alcohol prevention. Denmark is one on the countries in Europe with the highest alcohol consumption among adolescents. Alcohol abuse is a risk factor for a variety of diseases and contributes as a significant factor to motor vehicle accidents. The…
Descriptors: Foreign Countries, Design, Computer Simulation, Alcohol Abuse
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Gui, Dean A. F.; AuYeung, Gigi – International Journal of Virtual and Personal Learning Environments, 2013
The virtual Department of English at the Hong Kong Polytechnic University, also known as the Tree of Knowledge, is a project premised upon using ecology and organic forms to promote language learning in Second Life (SL). Inspired by Salmon's (2010) Tree of Learning concept this study examines how an interactive ecological environment--in this…
Descriptors: Foreign Countries, Ecology, Second Language Instruction, English (Second Language)