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Eileen McGivney; Tessa Forshaw; Rodrigo Medeiros; Mingyue Sun; Tina Grotzer – Education and Information Technologies, 2024
Virtual reality (VR) technologies have been shown to impact the affective and motivational dimensions of learning, for example increasing learners' enjoyment, confidence, and self-efficacy beliefs. While VR is increasingly being used for workforce development, research on these dimensions of learning in authentic workforce development contexts…
Descriptors: Computer Simulation, Job Applicants, Employment Interviews, Psychological Patterns
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Hui-Shan Lo; Cheng-Ming Chen; Jon-Chao Hong; Ting-Fang Wu – Journal of Special Education Technology, 2025
The purpose of the current study was to develop an appropriate model to represent the relationships among the factors relating to the intention of vocational training professionals to use virtual reality vocational training systems for persons with disabilities. A questionnaire based on the theory of the value-based adoption model was used to…
Descriptors: Career and Technical Education, Computer Simulation, Students with Disabilities, Value Judgment
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Kamiya Kumar – Journal of Peace Education, 2024
An existing culture of conflict tends to shape practices within schools, which often maintain and in turn, contribute towards perpetuating stratifications at the societal level. Through this study, the author seeks to challenge this culture of conflict by creating a pedagogical space and facilitating possibilities of collective thinking,…
Descriptors: Middle School Students, Peace, Teaching Methods, Social Change
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Noble, Sean M.; Saville, Jason D.; Foster, Lori L. – International Journal of Educational Technology in Higher Education, 2022
Post-secondary institutions are investing in and utilizing virtual reality (VR) for many educational purposes, including as a discretionary learning tool. Institutions such as vocational schools, community colleges, and universities need to understand what psychological factors drive students' acceptance of VR for learning in discretionary…
Descriptors: Computer Simulation, Video Technology, Computer Attitudes, Adoption (Ideas)
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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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Bodzin, Alec; Junior, Robson Araujo; Hammond, Thomas; Anastasio, David – Journal of Science Education and Technology, 2021
An immersive virtual reality (iVR) game for high school students to learn about locations in their watershed with a primary focus on their city was designed and developed, employing a design model that focuses on flow. An exploratory study with the iVR game was conducted in an urban school in the eastern USA with 57 adolescents ages 16-18 from a…
Descriptors: High School Students, Computer Games, Computer Simulation, Place Based Education
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Dunsmuir, Sandra; Atkinson, Cathy; Lang, Jane; Wright, Sarah – International Journal of School & Educational Psychology, 2020
This paper explores trainee educational psychology doctoral students' experiences of Objective Structured Professional Assessments (OSPAs), implemented at three UK universities and involving participation in a series of timed, simulated scenarios. Focus groups were audio-recorded, transcribed, and subjected to thematic analysis. Themes linked with…
Descriptors: Doctoral Students, Educational Psychology, Simulation, Foreign Countries
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Özgen, Dilay Seda; Afacan, Yasemin; Sürer, Elif – International Journal of Technology and Design Education, 2021
Virtual reality (VR) is an emerging technology that is being used in a wide range of fields such as medicine, gaming, psychology and sociology. The use of VR is promising in the field of education and requires investigation, but research on the use of VR in education is still limited. This enables the exploration of new territories, and design…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Design
Jazzmyn M. Ivery-Robinson – ProQuest LLC, 2024
This exploratory sequential mixed methods study explored how African American, Asian/Pacific Islander, Latino/Hispanic, and Native American (ALANA) students develop a sense of belonging within higher education at one private, Predominantly White Institution (PWIs) within the United States when co-curricular programs are offered within the…
Descriptors: Extracurricular Activities, African American Students, Asian American Students, Hispanic American Students
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Maggie Mosher; Bruce Frey; Adam Carreon; Sean Smith; Amber Rowland; Alisa Lowrey – Journal of Interactive Learning Research, 2024
The primary aim of this manuscript is to describe the process of developing a reliable and valid instrument for measuring all users, including students with disabilities, sense of presence in a virtual environment. Presence can be described as feeling a part of another place other than where you are. A seven-step process is discussed and was…
Descriptors: Test Construction, Test Reliability, Test Validity, Students with Disabilities
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Thompson, Meredith; Owho-Ovuakporie, Kesiena; Robinson, Kevin; Kim, Yoon Jeon; Slama, Rachel; Reich, Justin – Journal of Digital Learning in Teacher Education, 2019
Interactive simulations allow preservice teachers to connect education theory and pedagogy in scaffolded environments. We created digital simulations with scenarios from in-person simulations and used them to prepare novice teachers for conversations with parents. Using a design-based approach we implemented the simulations in an education class,…
Descriptors: Computer Simulation, Simulated Environment, Preservice Teacher Education, Preservice Teachers
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Loon, Mark; Bell, Robin – Journal of Further and Higher Education, 2018
An important challenge in higher education today is the growing tutor-student ratio that diminishes the 'human touch'. As learning and teaching ultimately form an interpersonal process, this will lead to student discontent and impact on their learning. Whilst there is little that teaching practitioners can do in terms of the growing student…
Descriptors: Foreign Countries, Undergraduate Students, Business Administration Education, Business Schools