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Mohamad Iyad Al-Khiami; Martin Jaeger; Sayed Mohamad Soleimani; Abdulhadi Kazem – Journal of Computer Assisted Learning, 2024
Background Study: The research discusses the need for a paradigm shift in engineering education current practices to accommodate the digital native students. The paper emphasizes the importance of integrating disruptive technologies, namely Virtual Reality (VR) through Head Mounted Displays VR (HMD VR) and Desktop Based VR (DB VR) and comparing it…
Descriptors: Undergraduate Students, Engineering Education, Computer Simulation, Student Motivation
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Lui, Michelle; Chong, Kit-Ying Angela; Mullally, Martha; McEwen, Rhonda – International Journal of Computer-Supported Collaborative Learning, 2023
This paper explores the affordances of virtual reality (VR) simulations for facilitated model-based reasoning. Thirty-four undergraduate students engaged with simulated scientific models in head-mounted displays and their facilitator in a co-located mixed-presence configuration. We coded the facilitator--participant interactions using the…
Descriptors: Computer Simulation, Simulation, Thinking Skills, Affordances
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Motejlek, Jiri; Alpay, Esat – European Journal of Engineering Education, 2023
The use of VR in engineering education provides a means for contextualising learning through authentic and engaging scenarios, e.g. the touring and operation of a chemical plant. This paper presents the design of an immersive VR simulation of an existing pilot plant in the School and its evaluation through a randomised non-inferiority trial to…
Descriptors: Retention (Psychology), Computer Simulation, Engineering Education, Simulation
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Kathleen Stürmer; Tim Fütterer; Stephanie Kron; Daniel Sommerhoff; Stefan Ufer – European Journal of Psychology of Education, 2024
To support professional competence development in teacher education, learning environments should allow learners to engage with professional tasks. It is crucial for knowledge and skill transfer in such learning environments to real-life context that preservice teachers perceive the task as authentic. However, due to a lack of prior knowledge,…
Descriptors: Preservice Teachers, Individual Characteristics, Teacher Competencies, Authentic Learning
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Claudia Krautkremer; Louise C. Keegan; Rimke Groenewold; Elizabeth Spencer – Topics in Language Disorders, 2024
This work aims to examine the identities communicated prior to and during a role-playing game (RPG) for individuals with acquired brain injury (ABI). Appraisal, an analysis tool of Systemic Functional Linguistics (SFL), that allows one to examine the interpersonal metafunction, was applied to interview and RPG group treatment conversations. This…
Descriptors: Brain, Injuries, Games, Role Playing
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Micha Gittinger; David Wiesche – Journal of Engineering Education, 2024
Background: The importance of spatial abilities for individuals' success in science, technology, engineering, and mathematics (STEM) domains has been well established. Researchers have also emphasized the need to train engineering students in spatial ability. Although virtual reality (VR) offers prospects for training spatial abilities, research…
Descriptors: Spatial Ability, Computer Simulation, Interaction, Engineering Education
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Simen Hjellvik; Steven Mallam; Marte Fannelø Giskeødegård; Salman Nazir – Technology, Knowledge and Learning, 2024
Computer-based simulation is utilised across various educational fields, employing diverse technologies to facilitate practical understanding of content and the acquisition of skills that can help close the gap between theory and practice. The possibility of providing scenarios that resemble on-the-job tasks, enables instructors to both train and…
Descriptors: Computer Simulation, Competence, Evaluation Methods, Test Construction
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Xiaoyi Li; Yongbin Hu; Xianmin Yang; Xinyu Bi; Jinying Zhang; Pengrui Tao – Education and Information Technologies, 2025
Virtual reality (VR) has become a promising tool for enhancing social skills in special education, K-12 education, and post-secondary education. However, there is a lack of comprehensive meta-analyses examining the effectiveness of VR social skills training and the factors that moderate its efficacy. In this study, a meta-analysis approach was…
Descriptors: Computer Simulation, Interpersonal Competence, Instructional Effectiveness, Technology Uses in Education
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Yue Li; Mikael Johansson; Andrey R. Nikolaev – npj Science of Learning, 2025
Contextual shifts are crucial for episodic memory, setting event boundaries during event segmentation. While lab research provides insights, it often lacks the complexity of real-world experiences. We addressed this gap by examining perceptual and conceptual boundaries using virtual reality (VR). Participants acted as salespeople, interacting with…
Descriptors: Memory, Computer Simulation, Context Effect, Adults
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Ifat Linder; Eyal Weissblueth – Journal of Educators Online, 2023
In recent years, simulations in education and teaching were done within simulation centers. They are a powerful tool for having a particular professional experience in a controlled and safe environment. Since the COVID-19 pandemic began, simulations have been conducted fully online. Therefore, the current study examined the effect of simulation…
Descriptors: COVID-19, Pandemics, Electronic Learning, In Person Learning
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Yang, Eunbyul; Park, Sanghoon; Ryu, Jeeheon; Lim, Taehyeong – Journal of Computing in Higher Education, 2023
The purposes of this study were (1) to introduce a virtual dental lab designed to support students' virtual clinical examinations in a dentistry program in South Korea and (2) to determine how dental students' levels of expertise (low, medium, or high) influence their clinical performance in terms of dwell time on each tooth location, total…
Descriptors: Foreign Countries, Dentistry, Dental Schools, Laboratories
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Yip, Sai Ho; Saunders, Jeffrey Allen – Cognitive Research: Principles and Implications, 2023
This study investigated whether increased attention to the central or peripheral visual field can reduce motion sickness in virtual reality (VR). A recent study found that increased attention to the periphery during vection was correlated with lower self-reported motion sickness susceptibility, which suggests that peripheral attention might be…
Descriptors: Visual Acuity, Attention, Computer Simulation, Diseases
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Meehyun Yoon; Koun Choi; Seonghye Yoon; Il-Hyun Jo – Journal of Computer Assisted Learning, 2024
Background: Virtual reality (VR) is becoming increasingly accessible and being utilized in various organizations to meet education and training needs. Despite its potential, research regarding VR applications has focused on measuring the effectiveness of VR programs relative to non-VR programs; consequently, the ways in which VR programs are…
Descriptors: Computer Simulation, Training, Program Effectiveness, Training Methods
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Chengyan Yu; Shihuan Wang; Dong Zhang; Yingying Zhang; Chaoqun Cen; Zhixiang You; Xiaobing Zou; Hongzhu Deng; Ming Li – IEEE Transactions on Learning Technologies, 2024
Numerous children diagnosed with autism spectrum disorder (ASD) exhibit abnormal eye gaze pattern in communication and social interaction. In this study, we aim to investigate the effectiveness of the hide-and-seek virtual reality system (HSVRS) in improving gaze fixation abilities in children with ASD. Our hypothesis is that engaging in a…
Descriptors: Computer Simulation, Games, Eye Movements, Autism Spectrum Disorders
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Bahar Radmehr; Tanja Kaser; Adish Singla – Journal of Educational Data Mining, 2025
There has been a growing interest in developing simulated learners to enhance learning and teaching experiences in educational environments. However, existing works have primarily focused on structured environments relying on meticulously crafted representations of tasks, thereby limiting the learner's ability to generalize skills across tasks. In…
Descriptors: Generalization, Reinforcement, Computer Simulation, Artificial Intelligence
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