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Alexis L. d'Amato; Emma Theobald; Madison N. Scott; Joel S. Elson; Samuel T. Hunter – Journal of Creative Behavior, 2025
Through the lens of the similarity-attraction principle, we conducted a pair of studies to examine how perceived physical similarity influences the role similarity and ingroup affinity drives malevolent creativity ideation. Study 1 (N = 305) participants were assigned to teams using the minimal group paradigm and then were given a social threat…
Descriptors: Creativity, Negative Attitudes, Computer Simulation, Psychological Patterns
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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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Kanjana Jansukpum; Suepphong Chernbumroong; Kannikar Intawong; Pradorn Sureephong; Kitti Puritat – New Review of Academic Librarianship, 2025
The objective of the present study was to examine the effects of using gamification implemented in immersive virtual reality for the promotion of library services in the university library including knowledge acquisition, knowledge retention and user engagement. In terms of research procedure, we divided the participants into Gamified and…
Descriptors: Computer Simulation, Library Services, Gamification, Knowledge Level
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Jiani Tong; Sitthisak Champadaeng – International Journal of Education and Literacy Studies, 2025
In this case study a digital game "Fantasy Ice Frolicking" was developed to evaluate the application of digital technology in the transmission of cultural heritage. This study adopted multiple qualitative research methods. Data were collected and analyzed through literature analysis, field research, interviews, observations, and user…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Cultural Maintenance
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Ece Avinç; Fatih Dogan – Journal of Interdisciplinary Studies in Education, 2025
Metaverse in education has the potential to transform education by providing students with interactive, immersive and personalized learning experiences. This study examined the impact of Metaverse on the perceptions of pre-service science teachers. The study was designed in two stages. In the first stage, semi-structured preliminary interview…
Descriptors: Preservice Teachers, Science Teachers, Technology Uses in Education, Computer Simulation
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Ying-Lien Lin; Hann-Jang Huang; Wei-Tsong Wang – Journal of Computer Assisted Learning, 2025
Background: Goal orientations (GO) are influential achievement goals in predicting achievement motivation and effectiveness. However, few studies have paid specific attention to investigating the effects of GO on learning achievement in the area of business management education. Objectives: This study developed a business simulation game system…
Descriptors: Goal Orientation, Academic Achievement, Computer Simulation, Animation
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HanXi Li; Younghwan Pan – Education and Information Technologies, 2025
This study based on the Hedonic Motivation System Adoption Model (HMSAM), the Expectation Confirmation Model (ECM), and Task Technology Fit (TTF), explores the factors influencing users' continuance intention in gamified learning within metaversity. A total of 286 valid questionnaires were collected using random sampling. The data were analyzed…
Descriptors: Gamification, Technology Uses in Education, Student Motivation, Models
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Regina Kaplan-Rakowski; Tricia Thrasher – British Journal of Educational Technology, 2025
Virtual reality (VR) has been gaining prominence in education, with its interactive capabilities continually expanding. This quantitative study (N = 91) tested the educational effectiveness of high-immersion VR (HiVR) versus low-immersion VR (LiVR) and the impact of interactivity on vocabulary learning. The between-subjects portion of this study…
Descriptors: Computer Simulation, Technology Uses in Education, Instructional Effectiveness, Interaction
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Robin Junker; Jennifer Janeczko; Alena Lehmkuhl; Verena Zucker; Manfred Holodynski; Nicola Meschede – Education and Information Technologies, 2025
The adoption of virtual learning environments (VLEs) in education has grown significantly due to their potential to enhance learning. Effective learning in VLEs depends on managing cognitive load and sustaining motivation, particularly for complex tasks like developing teachers' professional vision -- the ability to notice and interpret classroom…
Descriptors: Models, Prompting, Electronic Learning, Computer Simulation
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Zheng Zhong; Xiaojie Zou; Shuaizhen Jin; Kunyan Li; Jingbin Huang – Education and Information Technologies, 2025
The effective implementation of Collaborative Inquiry-based Learning (CIL) activities hinges upon the learners receiving ample support and timely feedback. Without explicit guidance from educators within the interaction design, inquiry processes, and task steps, the efficacy of learning outcomes is challenging to ensure. Virtual teachers have the…
Descriptors: Cooperative Learning, Inquiry, Virtual Classrooms, Electronic Learning
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Anu Lehikko; Mikko Nykänen; Heli Ruokamo – Educational Technology Research and Development, 2025
The potential of immersive virtual reality (IVR) to deliver engaging occupational safety training has been established by previous research; however, to date, there have not been any pedagogical models to guide its implementation. This study's objective was to conceptualize a pedagogical model for IVR safety training by combining a…
Descriptors: Computer Simulation, Computer Uses in Education, Safety Education, Occupational Safety and Health
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Alla Martyniuk; Iryna Zabiiaka; Anastasiia Shevchuk; Svitlana Lobanova; ?lla Hubina; Olha Melnychuk – Journal of Teaching and Learning, 2025
The potential of innovative learning technologies and digitalization is a key factor in the progressive development of the academic space within the context of educational environment integration. This article aims to study the potential of innovative learning technologies in the context of globalization and the digitalization of education, based…
Descriptors: Educational Practices, Technology Uses in Education, Educational Technology, Educational Innovation
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Ioulia Koniou; Elise Douard; Marc J. Lanovaz – Journal of Autism and Developmental Disorders, 2025
Purpose: The purpose of the study was to develop and test a virtual reality application designed to put the participants "in the shoes" of an autistic person during a routine task. Method: The study involved a randomized controlled trial that included 103 participants recruited from a technical college. Each participant responded to…
Descriptors: Computer Uses in Education, Artificial Intelligence, Computer Simulation, Consciousness Raising
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Tippawan Meepung – Higher Education Studies, 2025
This study aimed to develop and evaluate the effectiveness of the LADEC model in promoting future skills among undergraduate learners. The research objectives included: (1) analyzing the components of the LADEC model; (2) designing and implementing the model; (3) comparing the effectiveness of the LADEC model with the DTP model; and (4) assessing…
Descriptors: Constructivism (Learning), Computer Simulation, Higher Education, Skill Development
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Ana Ester Garcia de Paiva Pinheiro; Ana Regina Mizrahy Cuperschmid; Felipe Corres Melachos – Turkish Online Journal of Educational Technology - TOJET, 2025
Furniture assembly is often perceived as a confusing and demotivating task, especially when relying on traditional manuals and/or online videos, which can be mis. Do It Yourself (DIY) furniture manufacturing can be even more challenging, as it requires not only assembly steps but also material fabrication stages, often demanding access to advanced…
Descriptors: Furniture, Computer Simulation, Manufacturing, College Students
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