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Yuting Deng; Yanling Zhang; Ruibin Zhao – Education and Information Technologies, 2025
Computer simulation technology and virtual reality technology have gained considerable attention in the field of education due to their potential to create various 3D interactive learning environments, typically including simulated learning environments and immersive learning environments. To gain a deeper understanding of students' learning…
Descriptors: Computer Uses in Education, Computer Simulation, Assistive Technology, Computer Peripherals
S. Siva Shankar; Bui Thanh Hung; Prasun Chakrabarti; Tulika Chakrabarti; Gayatri Parasa – Education and Information Technologies, 2024
Modern life is increasingly influenced by networks, making cybersecurity a crucial area of study. However, due to their few resources and varied makeup, they are more vulnerable to a wide range of cyber-attacks. Such risks result in sensitive information being stolen as well as financial and reputational harm to firms. How far malicious detection…
Descriptors: Learning Processes, Artificial Intelligence, Information Security, Computer Security
Tom Neuschafer – Journal of Educators Online, 2024
This research used qualitative netnography to examine the use of Duolingo German discussion boards among users of varying levels of engagement. The sample contained six participants of various levels of engagement. The criteria for selecting participants were based on usage counts in the discussion board community. This study aimed to examine…
Descriptors: Second Language Learning, Second Language Instruction, German, Computer Software
Adem Koç; Sedat Kanadli – Journal of Science Education and Technology, 2025
This study used network meta-analysis to investigate the impact of the use of interactive learning environments (ILE) tools (augmented reality (AR), virtual reality (VR), mixed reality (MIX), and interactive digital games (GAME)) in science education on learning outcomes. A total of 53 primary studies were retrieved from the literature according…
Descriptors: Interaction, Cooperative Learning, Educational Environment, Outcomes of Education
Candace Walkington; Mitchell J. Nathan; Julianna Washington; Jonathan Hunnicutt; Taylor Darwin; LeaAnne Daughrity; Kelsey Schenck – Education and Information Technologies, 2025
Augmented Reality (AR) technologies allow for holograms to be layered over the real-world, "augmenting" human vision by adding technical information or illustrations onto 3D space. Although AR-based applications are showing positive effects in many systematic reviews and meta-analyses, well-designed, rigorous studies with strong control…
Descriptors: High School Students, Geometry, Computer Simulation, Tablet Computers
Maurizio Costabile; Connie Caruso; Chris Della Vedova; Sheree Bailey; Layla Mahdi – Advances in Physiology Education, 2025
Science, technology, engineering, and mathematics (STEM) students are typically taught content delivered didactically and closely aligned with the laboratory demonstration of concepts, which facilitates the development of experimental skills. Because of the volume of content delivered across multiple courses, student cognitive abilities can be…
Descriptors: Computer Simulation, Computer Software, Learning Processes, Laboratory Training
Serdar Tekin – Journal of Learning and Teaching in Digital Age, 2024
The enormous developments in technology and hence the widespread use of hand-held devices in the last few decades have led to great interest in mobile-assisted language learning (MALL) as a new way of language education. MALL is considered an effective method particularly for young language learners due to their higher level of familiarity with…
Descriptors: Computer Assisted Instruction, Second Language Learning, Ethics, Quasiexperimental Design
Sini Davies; Pirita Seitamaa-Hakkarainen; Kai Hakkarainen – International Journal of Computer-Supported Collaborative Learning, 2024
This study analyzed collaborative invention projects by teams of lower-secondary (13-14-year-old) Finnish students. In invention projects, student teams design and make materially embodied collaborative inventions using traditional and digital fabrication technologies. This investigation focused on the student teams' knowledge creation processes…
Descriptors: Cooperative Learning, Foreign Countries, Secondary School Students, Intellectual Property
Raffaele Di Fuccio; Joanna Kic-Drgas; Joanna Wozniak – Smart Learning Environments, 2024
This paper addresses the limited exploration of the impact of virtual and augmented reality on the learning process, particularly within the context of foreign language learning among young learners. Motivated by this research gap, the EULALIA, conducted from 2019 to 2023 (2019-1-IT02-KA203-063228), sought to evaluate the efficacy of integrating…
Descriptors: Computer Simulation, Computer Oriented Programs, Second Language Learning, Cultural Awareness
Catalina Cortázar; Iñaki Goñi; Andrea Ortiz; Miguel Nussbaum – ACM Transactions on Computing Education, 2024
Integrating graduate education with professional skills development is still a challenge. People's beliefs about learning impact their learning processes. Therefore, we need to understand the mindset of graduates to determine best practices for promoting professional skills development. In this study, we explore the perspective of computing…
Descriptors: Computer Science Education, Graduate Students, Computer Literacy, Job Skills
Julian Marvin Jörs; Ernesto William De Luca – Technology, Knowledge and Learning, 2025
The real-time availability of information and the intelligence of information systems have changed the way we deal with information. Current research is primarily concerned with the interplay between internal and external memory, i.e., how much and which forms of cognitively demanding processes we handle internally and when we use external storage…
Descriptors: Ethics, Learning Processes, Technology Uses in Education, Influence of Technology
Feyzi Kaysi – International Journal of Technology in Education and Science, 2025
Due to the frequent utilization of technological applications in contemporary times, the quality of educational processes is rapidly evolving. This study examines students' experiences through simulation software applications. A mixed-method design is employed due to the combined use of qualitative and quantitative data collection methods.…
Descriptors: Computer Simulation, Computer Software, Learning Processes, Technology Uses in Education
Hui-Zhi Hu; Li-Guo Zhang; Jia-Hua Zhang; Di Zhang; Jia-Rui Xie – Education and Information Technologies, 2025
Computer Science (CS) is a vital subject in K-12 education, and acquiring proficiency in CS is essential for nurturing talent. However, current teaching practices often rely on standardized tests to evaluate academic performance, which may not offer a comprehensive and multidimensional assessment of students' competency in learning CS.…
Descriptors: Evaluation Methods, Student Evaluation, Competence, Computer Literacy
Hasan Hamid; Karman La Nani; Dahlan Wahyudi; Sitti Busyrah Muchsin; Mustafa A.H. Ruhama – Educational Process: International Journal, 2025
Background/purpose: This research is motivated by the difficulties often experienced by students in adapting to their first year of college, especially related to learning calculus. To address these difficulties, a solution needs to be found so that these problems can be resolved. One solution that is expected to yield optimal results in…
Descriptors: College Mathematics, Mathematics Education, College Freshmen, Mathematics Skills
Yanqing Wang; Shaoying Gong; Ning Jia; Ying Liu – Journal of Computer Assisted Learning, 2025
Background: Online learning is becoming increasingly popular among learners. To enhance the effectiveness of online learning, researchers have embedded an affective pedagogical agent (PA) on the computer screen to help regulate learners' emotions and support their learning. However, previous research has paid little attention to the effects of…
Descriptors: Metacognition, Prompting, Electronic Learning, Computer Uses in Education

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