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Mohd Kamal Othman; Rahimah Mat; Norehan Zulkiply – Education and Information Technologies, 2025
This research addresses the critical need for robust usability evaluation tools in Wearable Virtual Reality Educational Applications. We developed a comprehensive set of Wearable Virtual Reality Educational Applications usability heuristics through a multi-stage process. Initial heuristics were established through a literature review. Validation…
Descriptors: Assistive Technology, Computer Simulation, Technology Uses in Education, Usability
Paladines, José; Ramírez, Jaime; Berrocal-Lobo, Marta – Interactive Learning Environments, 2023
This paper addresses the challenge of integrating a dialog system with an ITS created for supporting procedural training in a 3D virtual environment. To this end, we first describe the desired features of the dialog to be provided to students in such system. Then, we explain some technical issues of our proposal such as the architecture; the…
Descriptors: Intelligent Tutoring Systems, Dialogs (Language), Man Machine Systems, Computer Simulation
Han, Zhongmei; Tu, Yaxin; Huang, Changqin – IEEE Transactions on Learning Technologies, 2023
The education metaverse (Edu-Metaverse), as a simulated extension of the real world, is an infinite virtual space where learners can build their relationships with others and create interactive content. However, preparing learners to engage fully with Edu-Metaverse remains challenging. As technologies on Edu-Metaverse are new to learners, there is…
Descriptors: Technology Uses in Education, Computer Simulation, Learner Engagement, Interaction
Rebecca L. Pharmer; Christopher D. Wickens; Benjamin A. Clegg – Cognitive Research: Principles and Implications, 2025
In two experiments, we examine how features of an imperfect automated decision aid influence compliance with the aid in a simplified, simulated nautical collision avoidance task. Experiment 1 examined the impact of providing transparency in the pre-task instructions regarding which attributes of the task that the aid uses to provide its…
Descriptors: Accountability, Automation, Compliance (Psychology), Task Analysis
Lianghai Chu – Education and Information Technologies, 2025
The rapid advancement of artificial intelligence (AI) technology has enabled the creation of digital human instructors with human-like visual and verbal characteristics. This study investigates the impact of human likeness on learner satisfaction within e-learning environments, drawing on the "Uncanny Valley" theory and the Experience…
Descriptors: Student Satisfaction, Computer Assisted Instruction, Electronic Learning, Artificial Intelligence
Kotlyar, Igor; Sharifi, Tina; Fiksenbaum, Lisa – International Journal of Artificial Intelligence in Education, 2023
Teamwork skills are commonly evaluated by human assessors, which can be logistically challenging and resource intensive. Technological advancements provide an opportunity for a new assessment method -- virtual behavioural simulations with self-scoring algorithms. This study explores whether a rule-based algorithm can match human assessors at…
Descriptors: Algorithms, Undergraduate Students, Computer Simulation, Evaluation
Yuyu Chen; Yuntao Zou – European Journal of Education, 2024
This research paper focuses on the adoption of multi-perspective theory to study teachers' attitudes and intentions towards using intelligent mixed reality (MR) devices for classroom behaviour analysis. The research model integrates TRI (Technology Readiness Index), IDT (Innovation Diffusion Theory), ECM (Expectation Confirmation Theory) and TAM…
Descriptors: Teacher Attitudes, Educational Quality, Intention, Artificial Intelligence
Shahper Richter; Shohil Kishore; Inna Piven; Patrick Dodd; Guy Bate – British Journal of Educational Technology, 2025
This study investigates how anthropomorphic AI chatbot avatars, designed in line with the Stereotype Content Model (SCM) dimensions of warmth and competence, influence university students' perceptions of support for self-directed learning (SDL) activities. We examined student responses to two distinct avatars--one projecting warmth and the other…
Descriptors: Artificial Intelligence, Technology Uses in Education, Postsecondary Education, Computer Simulation
Rui Zhu – Educational Technology & Society, 2024
With an increase in interactions with non-human agents, understanding and forecasting the consequences of human interactions with them have become increasingly crucial. The present study focused on a subset of non-human agents known as virtual characters. To investigate whether people respond in the same way to a virtual character as they do to a…
Descriptors: Foreign Countries, College Students, Computer Simulation, Interpersonal Relationship
Belle Dang; Luna Huynh; Faaiz Gul; Carolyn Rosé; Sanna Järvelä; Andy Nguyen – British Journal of Educational Technology, 2025
The rise of generative artificial intelligence (GAI), especially with multimodal large language models like GPT-4o, sparked transformative potential and challenges for learning and teaching. With potential as a cognitive offloading tool, GAI can enable learners to focus on higher-order thinking and creativity. Yet, this also raises questions about…
Descriptors: Man Machine Systems, Artificial Intelligence, Technology Uses in Education, Cooperative Learning
Shamsuzzoha, Ahm; Toshev, Rayko; Vu Tuan, Viet; Kankaanpaa, Timo; Helo, Petri – Interactive Learning Environments, 2021
This study evaluates the use of virtual reality (VR) platforms, which is an integrated part of the digital factory for an industrial training and maintenance system. The digital factory-based VR platform provides an intuitive and immersive human-computer interface, which can be an efficient tool for industrial training and maintenance services.…
Descriptors: Computer Simulation, Industrial Training, Computer Uses in Education, Man Machine Systems
Vishesh Kumar; Matthew Berland; Leilah Lyons; Beth Pinzur – Interactive Learning Environments, 2024
In this paper, we present SCAMP -- Social Configuration Affordances for Museum Play -- an analytical framework we develop and use to highlight the relationship between designed affordances at interactive museum exhibits and different social playful behaviors they trigger and support. We do this through a selective case study analysis of Rainbow…
Descriptors: Museums, Exhibits, Instructional Materials, Play
Mark E. Pickering; Ryan Jopp; Melissa A. Wheeler; Cheree Topple – Australasian Journal of Educational Technology, 2024
Advances in technology have significantly enhanced the quality of mixed-reality simulations, incorporating both real and virtual aspects. Mixed-reality simulations have been used to develop individual knowledge, skills and abilities in higher education; however, the use of such simulations to introduce authentic learning activities into higher…
Descriptors: Foreign Countries, Undergraduate Students, Business Administration Education, Computer Simulation
Sdravopoulou, Konstantina; Castillo, Juan Jesús Gutiérrez; González, Juan Manuel Muñoz – Education and Information Technologies, 2021
There is a significant body of research in "naturalistic designs" of augmented reality (AR), concerning different fields (medicine, education, arts etc). Although naturalistic approaches have the potential to enable new forms of experiencing and experimenting with AR technologies, it remains unclear how they can impact participants'…
Descriptors: Computer Simulation, Design, Computer Software, Simulated Environment
Nash, Richard; Yamada-Rice, Dylan; Dare, Eleanor; Love, Steve; Main, Angus; Potter, John; Rodrigues, Deborah – Qualitative Research Journal, 2022
Purpose: The purpose of this paper is to focus on a designed research methodology to distil existing research findings from an esrc/ahrc funded japan/uk network on location-based virtual reality experiences for children in order to generate new knowledge. Design/methodology/approach: The structured co-production methodology was undertaken in three…
Descriptors: Periodicals, Collaborative Writing, Computer Simulation, Foreign Countries

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