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Alejandro Álvarez-Marín; J. Ángel Velázquez-Iturbide; Mauricio Castillo-Vergara; Christian Acuña-Opazo – Innovations in Education and Teaching International, 2025
This study explores the moderating role of aesthetics and information quality on the technological acceptance of augmented reality. A technology acceptance model with the following variables was used: perceived ease of use, perceived usefulness, attitude towards using, and behavioural intention to use. Analysis was conducted by using structural…
Descriptors: Physical Environment, Computer Simulation, Synthesis, Simulated Environment
Virtual Reality Simulation: Effects on Academic Performance within Two Domains of Writing in Science
Lamb, Richard L.; Etopio, Elisabeth; Hand, Brian; Yoon, Sae Yeol – Journal of Science Education and Technology, 2019
The purpose of this study was to investigate the role textbooks can play on writing complexity and lexical density as a proxy for critical thinking and ultimately learning, in relation to argumentative and summative writing when integrated with a virtual reality experience. In this study, differences in writing complexity and lexical density…
Descriptors: Computer Simulation, Instructional Effectiveness, Academic Achievement, Technical Writing
Lorenzo-Alvarez, Rocio; Rudolphi-Solero, Teodoro; Ruiz-Gomez, Miguel J.; Sendra-Portero, Francisco – Anatomical Sciences Education, 2020
Game-based learning can have a positive impact on medical education, and virtual worlds have great potential for supporting immersive online games. It is necessary to reinforce current medical students' knowledge about radiological anatomy and radiological signs. To meet this need, the objectives of this study were: to design a competition-based…
Descriptors: Game Based Learning, Simulated Environment, Virtual Classrooms, Medical Education
Zhang, Lian; Warren, Zachary; Swanson, Amy; Weitlauf, Amy; Sarkar, Nilanjan – Journal of Autism and Developmental Disorders, 2018
Collaborative virtual environments (CVEs), which allow naturalistic communication between two or more individuals in a shared virtual environment, hold promise as a tool for measuring and promoting social communication between peers. In this work, a CVE platform and a set of CVE-based collaborative games are designed for children with autism…
Descriptors: Verbal Communication, Children, Pervasive Developmental Disorders, Autism
Bosch, Chancey; Ellis, Trevor – Journal of Global Education and Research, 2021
Technology-enhanced learning continues to provide opportunities for increased interventions in educational programing. For teacher education programs, novelty pales in comparison to providing meaningful instruction and enduring outcomes. The use of avatars has provided integration of research evidence that increases intended behaviors; however,…
Descriptors: Computer Simulation, Simulated Environment, Self Efficacy, Technology Integration
Han, Songhee; Resta, Paul E. – Online Learning, 2020
This qualitative case study investigates graduate students' perspective changes apropos their crossnational collaborative learning experience while participating in an online teaching and learning course jointly taught by graduate schools in the United States and Israel. The participants met virtually, on a weekly basis between November and…
Descriptors: Graduate Students, Student Attitudes, Attitude Change, Authentic Learning
Fokides, Emmanuel; Chachlaki, Foteini – Technology, Knowledge and Learning, 2020
The study presents the results from a project in which a 3D multi-user virtual environment was used for informing students on issues related to the protection of the Mediterranean monk seal. The target group was 326, 10-12-years old students divided into three groups. The first one was taught using printed material, the second used a web-based…
Descriptors: Computer Simulation, Simulated Environment, Environmental Education, Conservation (Environment)
Liu, Xiaoxing; Thomas, Geb W.; Cook, Susan W. – Applied Cognitive Psychology, 2018
Pointing to locations can either help or hinder people's ability to recall spatial information. Prior research has focused on two-dimensional spatial memory and pointing in real world tasks. The effect of pointing on three-dimensional spatial memory in virtual environments remains unexplored. We examine this effect by comparing participants'…
Descriptors: Spatial Ability, Short Term Memory, Virtual Classrooms, Recall (Psychology)
Quinn, Diana; Cioffi, Edward; Hill, Steve; Kor, Mat; Longford, Anna-Clare; Moller, Robert; Rathore, Pramila – Journal of University Teaching and Learning Practice, 2019
Implementing online learning can pose serious pedagogical challenges particularly when programs contain work-integrated learning (WIL) components. One such component is the site visit, where student groups are led by subject matter experts through an authentic environment. These WIL experiences help students relate the theory learnt in classrooms…
Descriptors: Construction Management, Online Courses, Workplace Learning, Program Implementation
Bayerlein, Leopold – Journal of University Teaching and Learning Practice, 2020
In this paper, the extent to which a compulsory non-placement work-integrated learning (WIL) activity, in the form of a simulated internship, in an Australian undergraduate accounting program, created learning outcomes for students with different levels of prior work-experience is assessed. The paper extends prior, theoretically based literature…
Descriptors: Prior Learning, Work Experience, Outcomes of Education, Simulation
Cen, Ling; Ruta, Dymitr; Al Qassem, Lamees Mahmoud Mohd Said; Ng, Jason – IEEE Transactions on Learning Technologies, 2020
Technology-enhanced learning has attracted increasing attention of educational community focused on improvement of traditional classroom learning. Augmented immersive reality (AIR) technologies enhance users' perception of reality by augmenting it with computer-generated components such as audio, video, 2/3-D graphics, GPS data, etc. The AIR…
Descriptors: Educational Technology, Multimedia Materials, Virtual Classrooms, Simulated Environment
Dieker, Lisa A.; Straub, Carrie L.; Hughes, Charles E.; Hynes, Michael C.; Hardin, Stacey – Educational Leadership, 2014
Everything's going wrong in the classroom; the teacher's frustration level is so high that she's ready to walk out and try her hand at any other profession besides teaching. Just as things reach a peak, in steps the coach, who says, "Pause classroom!" To the teacher experiencing this scenario, it certainly seemed real. The classroom is,…
Descriptors: Virtual Classrooms, Computer Simulation, Universities, Faculty Development
Reisoglu, I.; Topu, B.; Yilmaz, R.; Karakus Yilmaz, T.; Göktas, Y. – Asia Pacific Education Review, 2017
The aim of this study is to investigate recent empirical research studies about 3D virtual learning environments. A total of 167 empirical studies that involve the use of 3D virtual worlds in education were examined by meta-review. Our findings show that the "Second Life" platform has been frequently used in studies. Among the reviewed…
Descriptors: Educational Technology, Technology Uses in Education, Simulated Environment, Spatial Ability
Fominykh, Mikhail; Leong, Peter; Cartwright, Brenda – Journal of Interactive Learning Research, 2018
In this paper, we explore role-playing and experiential learning approaches applied in an immersive virtual environment for a professional counseling distance course. Training professional counselors requires practice and therefore possesses a challenge for the distant education. Although both counseling professionals' codes of ethics provide…
Descriptors: Role Playing, Experiential Learning, Counselor Training, Distance Education
Dharmawansa, Asanka D.; Fukumura, Yoshimi; Marasinghe, Ashu; Madhuwanthi, R. A. M. – International Education Studies, 2015
The objective of this research is to introduce the behavior of non-verbal features of e-Learners in the virtual learning environment to establish a fair representation of the real user by an avatar who represents the e-Learner in the virtual environment and to distinguish the deportment of the non-verbal features during the virtual learning…
Descriptors: Electronic Learning, Virtual Classrooms, Nonverbal Learning, Nonverbal Ability