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Showing 1 to 15 of 185 results Save | Export
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Ratna Candra Sari; Arin Pranesti; Ismi Solikhatun; Novita Nurbaiti; Nurhening Yuniarti – Education and Information Technologies, 2024
This study aims to examine the influence of the role of immersive technology on perceived learning's effectiveness by considering the cognitive load of users when using VR-based learning media. This study involved a total of 91 respondents who had attended virtual reality-based learning training. In this research, SmartPLS was used to test the…
Descriptors: Computer Simulation, Cognitive Processes, Difficulty Level, Instructional Effectiveness
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Bilal Simsek; Bekir Direkci; Betül Koparan; Mehmet Canbulat; Mevlüt Gülmez; Emel Nalçacigil – Education and Information Technologies, 2025
The purpose of this study is to examine the effect of the duration of students' augmented reality (AR) experience on reading comprehension and cognitive load in reading activities carried out with an augmented reality storybook. The participants are 134 secondary school students aged between 11 and 12 attending a school in Antalya. They were…
Descriptors: Computer Simulation, Reading Comprehension, Difficulty Level, Cognitive Processes
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Cynthia Y. Delgado; Richard E. Mayer – Journal of Educational Computing Research, 2025
This study examined whether answering focused explanative questions during pauses in an immersive virtual reality (IVR) lesson on pipetting procedures could enhance learning. The goal was to take a generative learning activity, known to be effective for declarative knowledge with conventional media, to the context of procedural knowledge with…
Descriptors: Computer Simulation, Computer Uses in Education, Laboratory Procedures, Learning Activities
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Marta Sobocinski; Daryn Dever; Megan Wiedbusch; Foysal Mubarak; Roger Azevedo; Sanna Järvelä – British Journal of Educational Technology, 2024
This study examines the embodied ways in which learners monitor their cognition while learning about exponential functions in an immersive virtual reality (VR) based game, "Pandemic" by Prisms of Reality. Traditionally, metacognitive monitoring has been assessed through behavioural traces and verbalised instances. When learning in VR,…
Descriptors: Computer Simulation, Educational Games, Video Games, Metacognition
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Cynthia Y. Delgado; Richard E. Mayer – Journal of Computer Assisted Learning, 2025
Background: In recent years, immersive virtual reality in education has garnered attention, however, there have been mixed findings on the efficacy of IVR in education. Thus, exploring which strategies are effective in transferring learning from IVR to real-world applications is imperative. Objective: This study aims to investigate the efficacy of…
Descriptors: Computer Simulation, Experiential Learning, Instructional Effectiveness, Transfer of Training
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Kai-Hsin Tai; Jon-Chao Hong – Education and Information Technologies, 2025
Stellar observation, encompassing the study of star formation, stellar properties, and the governing physical laws, presents a readily accessible topic for many learners; however, many stargazing beginners may find it challenging. By applying the supplemental Gollin effect within animated display and the haptic effect of game-like play with a…
Descriptors: Computer Simulation, Astronomy, Self Efficacy, Interests
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Alejandra Ruiz-Segura; Andrew Law; Sion Jennings; Alain Bourgon; Ethan Churchill; Susanne Lajoie – Journal of Computer Assisted Learning, 2024
Background: Flying accuracy is influenced by pilots' affective reactions to task demands. A better understanding of task-related emotions and flying performance is needed to enhance pilot training. Objective: Understand pilot trainees' performance and emotional dynamics (intensity, frequency and variability) based on training phase and difficulty…
Descriptors: Foreign Countries, Flight Training, Aviation Technology, Computer Simulation
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Lämsä, Joni; Mannonen, Joonas; Tuhkala, Ari; Heilala, Ville; Helovuo, Arto; Tynkkynen, Ilkka; Lampi, Emilia; Sipiläinen, Katriina; Kärkkäinen, Tommi; Hämäläinen, Raija – Journal of Computer Assisted Learning, 2023
Background: Cognitive load (CL) management is essential in safety-critical fields so that professionals can monitor and control their cognitive resources efficiently to perform and solve scenarios in a timely and safe manner, even in complex and unexpected circumstances. Thus, cognitive load theory (CLT) can be used to design virtual reality (VR)…
Descriptors: Cognitive Processes, Difficulty Level, Computer Simulation, Flight Training
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Kaitlyn Tracy; Ourania Spantidi – IEEE Transactions on Learning Technologies, 2025
Virtual reality (VR) has emerged as a transformative educational tool, enabling immersive learning environments that promote student engagement and understanding of complex concepts. However, despite the growing adoption of VR in education, there remains a significant gap in research exploring how generative artificial intelligence (AI), such as…
Descriptors: Artificial Intelligence, Computer Assisted Instruction, Computer Simulation, Educational Technology
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Ling Wu; Shuxin Wang – Education and Information Technologies, 2025
Contemporary technological advancements offer new possibilities for enhancing user creativity. We aimed to explore how technology can boost student creativity to meet the twenty-first century's demand for innovative talent. Based on the 4P model of creativity (person, process, product, and press) and constructivist theory, a virtual reality (VR)…
Descriptors: Computer Simulation, Brain, Biofeedback, Creativity
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Pamela Michel-Acosta; Josefina Pepín-Ubrí; Jeanette Chaljub-Hasbún – Journal of New Approaches in Educational Research, 2024
Introduction: The Dominican Republic, due to its nature as a Small Island Developing State (SIDS), faces several challenges in the face of extreme weather phenomena such as hurricanes. Therefore, integrating technologies such as Augmented Reality (AR) in teaching these topics in class can influence student motivation and improve learning. Aim:…
Descriptors: Foreign Countries, Autism Spectrum Disorders, Physical Environment, Simulated Environment
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Yunjo An; Regina Kaplan-Rakowski – TechTrends: Linking Research and Practice to Improve Learning, 2024
Most research on virtual reality (VR) for learning has focused on young populations in formal learning contexts. Little research has been conducted on how adults engage in informal learning using VR. This study examined adults' informal learning experiences in high-immersion VR, focusing on the aspects of VR they enjoyed and the challenges they…
Descriptors: Informal Education, Computer Simulation, Experiential Learning, Adults
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Adrian Urbano; Michael Mortimer; Ben Horan; Hans Stefan; Kaja Antlej – Journal of Workplace Learning, 2024
Purpose: The ability to measure cognitive load in the workplace provides several opportunities to improve workplace learning. In recent years, virtual reality (VR) has seen an increase in use for training and learning applications due to improvements in technology and reduced costs. This study aims to focus on the use of simulation task load index…
Descriptors: Cognitive Processes, Difficulty Level, Computer Simulation, Evaluation Methods
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Marvin Mergen; Lisa Will; Norbert Graf; Marcel Meyerheim – Education and Information Technologies, 2025
Despite growing interest in the inclusion of virtual reality (VR) in medical education, its full potential for immersive and interactive training remains underutilized, particularly in dermatology. As part of a multidisciplinary project, we tested the feasibility of integrating a VR training scenario for a complete skin cancer screening into the…
Descriptors: Medical Students, Medical Education, Cancer, Feasibility Studies
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Tugtekin, Ufuk; Odabasi, Hatice Ferhan – Education and Information Technologies, 2023
Learning environments are undergoing a dynamic alteration with the robust impact of technological transformation. Therefore, adapting to dynamic learning settings has now become a key criterion for academic performance. The factors that we know have a detrimental effect on learners' academic performance and cognitive capacity are related to…
Descriptors: Computer Simulation, Time Management, Executive Function, Difficulty Level
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