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Showing 1 to 15 of 23 results Save | Export
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Abbas, Yawar; Martinetti, Alberto; Nizamis, Kostas; Spoolder, Steven; van Dongen, Leo A. M. – Interactive Learning Environments, 2023
In response to the industrial world becoming more complex and the recent social distancing caused by the COVID-19 outbreak, emerging technologies such as Virtual Reality (VR) are gaining importance for industrial training. The novelty, however, does not lie in the sole use of VR-based technology but rather in its adaptive and flexible nature. This…
Descriptors: Teaching Methods, Computer Simulation, Industrial Training, Electronic Learning
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Li Ye; Jingyi Li; Simin Yang; Yongxin Hang – Interactive Learning Environments, 2024
Traditional pattern teaching is an important part of the art curriculum, but the pattern are complex and difficult to learn. While schema theory focuses on the integration, understanding and construction process of knowledge, AR technology can provide a three-dimensional and dynamic display of patterns, which has been used in teaching in recent…
Descriptors: Computer Simulation, Game Based Learning, Art Education, Instructional Effectiveness
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Wang, Annie; Thompson, Meredith; Roy, Dan; Pan, Katharine; Perry, Judy; Tan, Philip; Eberhart, Rik; Klopfer, Eric – Interactive Learning Environments, 2022
This study focuses on an educational game titled "Cellverse," a two-player cross-platform VR project intended to teach high school biology students about cell structure and function. In "Cellverse," players work in pairs to explore a human lung cell and diagnose and treat a dangerous genetic disorder. "Cellverse" is…
Descriptors: Educational Games, Computer Games, Computer Simulation, Instructional Design
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Nicolaidou, Iolie; Pissas, Petros; Boglou, Dimitrios – Interactive Learning Environments, 2023
Virtual Reality applications are predicted to create a paradigm shift in education, but there is little empirical evidence of their educational value. Virtual Reality affordances to support language learning have not yet been realized. This quasi-experimental study investigated the effect of a Virtual Reality application on foreign language…
Descriptors: Educational Technology, Computer Simulation, Telecommunications, Handheld Devices
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Yu-Yin Wang; Yu-Wei Chuang – Interactive Learning Environments, 2024
A review of the literature shows that much academic effort has been expended studying information system usage and information technology adoption. However, these theories/models based on psychological research are not specific to the virtual reality context and may not fully capture the nature of virtual reality-based learning system (VR-BLS)…
Descriptors: Computer Simulation, Electronic Learning, Technology Uses in Education, Learning Management Systems
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Yeh, Hui-Chin; Tseng, Sheng-Shiang; Heng, Leechin – Interactive Learning Environments, 2022
Intracultural learning has been neglected in English curricula in Taiwan since textbooks as an important learning resource have been mainly focused on English linguistic content and developing students' language skills and and target culture to develop students' language skill. This study investigated how making VR content helped students enhance…
Descriptors: English (Second Language), Second Language Learning, Multicultural Education, Computer Simulation
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Mauricio E. Reyes; Ricardo Cruz; Ivan Meza – Interactive Learning Environments, 2024
In this work, we study the feeling of membership in undergraduate students who interact with their higher education institution through a virtual environment. We explore the "Centro de Investigaciones en Diseño Industrial" (CIDI) case, in which a virtual environment was built using the Roblox platform to enhance the online experience…
Descriptors: Foreign Countries, Undergraduate Students, Distance Education, Electronic Learning
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Bian Wu; Xinyu Chang; Yiling Hu – Interactive Learning Environments, 2024
Recent years have seen an increase number of studies on spherical video-based virtual reality (SVVR) in education.However, the impact of SVVR on learning performance remains unclear and cannot be simply generalized from traditional VR-based education. The purpose of this study was to examine the overall effects of SVVR on cognitive and…
Descriptors: Video Technology, Computer Simulation, Cognitive Processes, Outcomes of Education
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Huo, Yi; Wang, A'Xi; Zhao, Ying – Interactive Learning Environments, 2023
Smart education and ubiquitous learning have come over globally, especially under coronavirus regime. Visual media and interactive operation can draw children's attention and interests, so the VR educational software becomes a prominent trend for training children. However, in K12 education, the VR technology is just in its initial period. In the…
Descriptors: Student Projects, Active Learning, Computer Simulation, Preservice Teachers
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Husni Mubarok; Chi-Jen Lin; Gwo-Jen Hwang – Interactive Learning Environments, 2024
In language learning, it is important to foster students' computational thinking and improve their skills of building arguments and dialectical structure, teamwork, and decision accuracy. This is especially so in English language courses which aim to promote students' cultural learning interest, creative thinking, and oral presentation.…
Descriptors: English (Second Language), Computer Simulation, Second Language Learning, Cooperative Learning
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Shao-Ting Alan Hung; Wan-Ju Chen; Shu-Yun Chien – Interactive Learning Environments, 2024
English speaking has been seen as a challenge for many English as a foreign language (EFL) learners, since they have limited chances to practice English-speaking skills. Therefore, it is essential to provide learners with adequate English-speaking contexts. To address this issue, this study integrated virtual reality (VR) into English speaking…
Descriptors: English (Second Language), Business Communication, Computer Simulation, Speech Skills
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Huang, Hsinfu; Lee, Chang-Franw – Interactive Learning Environments, 2022
The aim of the present study was to explore the learning usability factors of 3D modeling in virtual reality environment (VRE). Users' 3D modeling usability factors in VR were investigated through principal component analysis (PCA). Fifty industrial design students participated in the 3D modeling learning in VR experience experiment, and their…
Descriptors: Usability, Computer Simulation, Educational Technology, Geometric Concepts
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Shi, Aili; Wang, Yamin; Ding, Nan – Interactive Learning Environments, 2022
As an emerging learning platform, game-based immersive virtual reality learning environments (GIVRLEs) have the potential to solve difficult teaching problems. This study designed a GIVRLE by integrating knowledge of quadratic functions into gameplay. Forty seventh graders who had never acquired that knowledge played the game and took pre- and…
Descriptors: Game Based Learning, Computer Simulation, Educational Games, Foreign Countries
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Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
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Elfeky, Abdellah Ibrahim Mohammed; Elbyaly, Marwa Yasien Helmy – Interactive Learning Environments, 2021
Little studies have been conducted on the question of the use of augmented reality technology in the education field. The effects of augmented reality technology on the educational environment of tertiary students need to be further explored. Therefore, the present study aimed to investigate the effectiveness of augmented reality technology in…
Descriptors: Skill Development, Clothing, Design, Aesthetics
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