Publication Date
| In 2026 | 0 |
| Since 2025 | 1 |
| Since 2022 (last 5 years) | 2 |
| Since 2017 (last 10 years) | 3 |
| Since 2007 (last 20 years) | 3 |
Descriptor
| Computer Simulation | 3 |
| Educational Games | 3 |
| Predictor Variables | 3 |
| Cognitive Processes | 2 |
| Difficulty Level | 2 |
| Affordances | 1 |
| Animal Husbandry | 1 |
| Artificial Intelligence | 1 |
| Dropouts | 1 |
| Ecology | 1 |
| Elementary School Students | 1 |
| More ▼ | |
Source
| British Journal of… | 3 |
Author
| Daryn Dever | 1 |
| Foysal Mubarak | 1 |
| Jacqueline Wong | 1 |
| Jessica Lizeth Domínguez… | 1 |
| Johan Jeuring | 1 |
| Lee, Silvia Wen-Yu | 1 |
| Liang, Jyh-Chong | 1 |
| Liesbeth Kester | 1 |
| Lisette Hornstra | 1 |
| Marta Sobocinski | 1 |
| Megan Wiedbusch | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 3 |
| Reports - Research | 3 |
Education Level
| Elementary Education | 2 |
| Junior High Schools | 2 |
| Middle Schools | 2 |
| Secondary Education | 2 |
| Grade 7 | 1 |
Audience
Location
| Taiwan | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Capturing Self-Regulated Learning Processes in Virtual Reality: Causal Sequencing of Multimodal Data
Marta Sobocinski; Daryn Dever; Megan Wiedbusch; Foysal Mubarak; Roger Azevedo; Sanna Järvelä – British Journal of Educational Technology, 2024
This study examines the embodied ways in which learners monitor their cognition while learning about exponential functions in an immersive virtual reality (VR) based game, "Pandemic" by Prisms of Reality. Traditionally, metacognitive monitoring has been assessed through behavioural traces and verbalised instances. When learning in VR,…
Descriptors: Computer Simulation, Educational Games, Video Games, Metacognition
Michaela Arztmann; Jessica Lizeth Domínguez Alfaro; Lisette Hornstra; Jacqueline Wong; Johan Jeuring; Liesbeth Kester – British Journal of Educational Technology, 2025
A distinct feature of educational games using augmented reality (AR) is that the game is played through physically interacting with the environment, whereas physical interaction is typically rather limited in other digital games. Understanding and performing the interactive game mechanics can be cognitively demanding. Adding pre-training could…
Descriptors: Computer Simulation, Artificial Intelligence, Training, Cognitive Processes
Lee, Silvia Wen-Yu; Shih, Meilun; Liang, Jyh-Chong; Tseng, Yi-Chen – British Journal of Educational Technology, 2021
The purpose of this study was to investigate the affordances of participatory simulations by comparing students' models of engagement and science learning outcomes in a multi-team participatory simulated game (MPSG) and a single-team participatory simulated game (SPSG). Two versions of a mobile-based game about marine fishery management were…
Descriptors: Learner Engagement, Animal Husbandry, Marine Education, Ecology

Peer reviewed
Direct link
