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Anu Lehikko; Heli Ruokamo – Designs for Learning, 2025
The best instructional practices for immersive virtual reality (IVR) use in workplace learning contexts remain undefined after decades of research. Increasing the methodological range and rigor in the study of educational IVR have been proposed. To address these issues, we performed a qualitative study that contributed to the development of a…
Descriptors: Safety Education, Educational Objectives, Teaching Models, Computer Simulation
Michael Giamellaro; Kari O'Connell; Kelly Riedinger – Journal of College Science Teaching, 2024
Undergraduate field courses are important learning experiences in many of the natural sciences, but they are not accessible to many students. Virtual field experiences (VFEs) have been evolving as a plausible alternative. A Delphi study, a method to seek systematic and iterative ideation from experts in a discipline, was conducted to synthesize…
Descriptors: Field Experience Programs, Computer Simulation, Educational Objectives, Design
Elisa Serrano-Ausejo – Digital Education Review, 2025
Immersive Virtual Reality (iVR) is increasingly being used in education for its ability to recreate vivid, realistic environments that enhance engagement and motivation. In history education, iVR is often considered when fostering emotional connection and empathy. However, its potential to support critical historical thinking, such as analysing…
Descriptors: Teacher Attitudes, Computer Simulation, Technology Uses in Education, History Instruction
Funkenbusch, LiLu Tian; Rivera-Jiménez, Sindia – Chemical Engineering Education, 2023
The continuous distillation experiment in the Unit Operations Lab was moved to a virtual platform. Students used old data and equipment specifications to simulate the column in Aspen HYSYS. Students experimented without the limitations of existing equipment. For example, they studied the number of trays in the virtual column, something that is…
Descriptors: Chemistry, Science Instruction, Feedback (Response), Student Attitudes
Mark H. Newton; Len A. Annetta; Denise M. Bressler – Journal of Science Education and Technology, 2024
This exploratory study uses epistemic network analysis (ENA) to examine the use of extended reality (XR) technologies embedded in post-secondary classes, one in a traditional setting and the other a place-based setting, to examine climate change while utilizing a socioscientific issues (SSI) approach. One group used a virtual reality (VR)…
Descriptors: Postsecondary Education, Climate, Physical Environment, Computer Simulation
Carol A. Britson; James E. Clark; Chinenye Anako; Rachel Hopp; Heather Armbruster; Chris Kule; Julia M. Schmitz; Jeff Huffman; Marnie Chapman; Cynthia Schmaeman; Janay Dennis; Kathleen Ahles – HAPS Educator, 2023
In early 2022, the Human Anatomy & Physiology Society (HAPS) Curriculum & Instruction Lab Survey subcommittee launched the third survey of instructors for introductory undergraduate-level courses in human anatomy and physiology. This manuscript presents analyses of questions regarding the laboratory activities and learning outcomes (LOs)…
Descriptors: College Faculty, Teacher Surveys, Anatomy, Physiology
Werth, Alexandra; Hoehn, Jessica R.; Oliver, Kristin; Fox, Michael F. J.; Lewandowski, H. J. – Physical Review Physics Education Research, 2022
Laboratory courses are an important part of the undergraduate physics curriculum. During physics labs, students can engage in authentic, hands-on experimental practices, which can prepare them for graduate school, research laboratories, and jobs in industry. Because of the COVID-19 pandemic in Spring 2020, colleges and universities across the…
Descriptors: Science Laboratories, Science Instruction, Physics, COVID-19
Christopher J. Harris; Eric Wiebe; Shuchi Grover; James W. Pellegrino – Community for Advancing Discovery Research in Education (CADRE), 2023
This report is focused on what research and practice indicate about how assessment impacts the teaching and learning of STEM subject matter in K-12 classrooms. The intent is to take stock of what is currently known as well as what needs to be known to make classroom assessment in STEM maximally beneficial for the instructional practices of…
Descriptors: Student Evaluation, STEM Education, Educational Practices, Educational Trends
Fransson, Göran; Holmberg, Jörgen; Westelius, Claes – Education and Information Technologies, 2020
The use of head mounted displays (HMDs) to experience virtual realities (VR) has become increasingly common. As this technology becomes more affordable, immersive and easier to use, it also becomes more serviceable in educational and training contexts. Even though the technology, content and feasibility for K-12 school purposes are still being…
Descriptors: Computer Simulation, Elementary Secondary Education, Teacher Attitudes, Technology Uses in Education
Motejlek, Jiri; Alpay, Esat – IEEE Transactions on Learning Technologies, 2021
This article presents and analyzes existing taxonomies of virtual and augmented reality and demonstrates knowledge gaps and mixed terminology, which may cause confusion among educators, researchers, and developers. Several such occasions of confusion are presented. A methodology is then presented to construct a taxonomy of virtual reality and…
Descriptors: Taxonomy, Teaching Methods, Artificial Intelligence, Educational Objectives
Weng, Cathy; Otanga, Sarah; Christianto, Samuel Michael; Chu, Regina Ju-Chun – Journal of Educational Computing Research, 2020
The purpose of this study was to investigate the effects of augmented reality (AR) technology on students' learning outcomes (measured according to Bloom's cognitive levels) and attitude toward biology. The print book was redesigned by integrating a form of AR into it. A quasi-experimental pretest and posttest designs were used to test the…
Descriptors: Science Instruction, Biology, Computer Simulation, Physical Environment
Gleason, Benjamin; Jaramillo Cherrez, Nadia – TechTrends: Linking Research and Practice to Improve Learning, 2021
This study discusses a design-thinking approach for a virtual exchange intended to introduce pre-service teachers to global collaboration and empowered learning through the use of educational technology. Principles of design-thinking (i.e., empathy, ideation, and testing) were aligned with broader educational goals of culturally responsive…
Descriptors: Design, Exchange Programs, Computer Simulation, Preservice Teachers
Reeves, Thomas; Romine, William; Laffey, James; Sadler, Troy; Goggins, Sean – Grantee Submission, 2020
Mission HydroSci (MHS) is a 3D game-based learning environment and curriculum that supports middle school student learning of water systems science and scientific argumentation. MHS is a rigorous, coherent and engaging 6 to 8-day curriculum with all learning activities and social interactions taking place in the virtual world and with teachers…
Descriptors: Distance Education, Game Based Learning, Computer Simulation, Middle School Students
Cook, David A.; Aljamal, Yazan; Pankratz, V. Shane; Sedlack, Robert E.; Farley, David R.; Brydges, Ryan – Advances in Health Sciences Education, 2019
Self-regulated learning is optimized when instructional supports are provided. We evaluated three supports for self-regulated simulation-based training: practice schedules, normative comparisons, and learning goals. Participants practiced 5 endoscopy tasks on a physical simulator, then completed 4 repetitions on a virtual reality simulator. Study…
Descriptors: Metacognition, Medical Students, Teaching Methods, Medical Education
Husnaini, Siti Jamiatul; Chen, Sufen – Physical Review Physics Education Research, 2019
Indonesia and many other developing countries have a vast youth population, yet limited facilities for physics learning. The major purposes of this study are to develop low-cost, technology-enhanced physical and virtual laboratories and to investigate their effects on various learning objectives, including conceptual understanding, inquiry…
Descriptors: Physics, Computer Simulation, Science Instruction, Self Efficacy
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