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Xinyi Wu; Xiaohui Chen; Jingwen Zhao; Yongsheng Xie – Education and Information Technologies, 2024
This work aims to explore whether students' learning outcomes in the virtual museum (VM) 's "Life and Science course" are influenced by the type of knowledge and the different levels of interaction within the museum. The study was conducted using an eye-movement experimental method, based on cognitive load theory, knowledge visualisation…
Descriptors: Museums, Instructional Design, Eye Movements, Material Development
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Kai-Hsin Tai; Jon-Chao Hong – Education and Information Technologies, 2025
Stellar observation, encompassing the study of star formation, stellar properties, and the governing physical laws, presents a readily accessible topic for many learners; however, many stargazing beginners may find it challenging. By applying the supplemental Gollin effect within animated display and the haptic effect of game-like play with a…
Descriptors: Computer Simulation, Astronomy, Self Efficacy, Interests
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Lianghai Chu – Education and Information Technologies, 2025
The rapid advancement of artificial intelligence (AI) technology has enabled the creation of digital human instructors with human-like visual and verbal characteristics. This study investigates the impact of human likeness on learner satisfaction within e-learning environments, drawing on the "Uncanny Valley" theory and the Experience…
Descriptors: Student Satisfaction, Computer Assisted Instruction, Electronic Learning, Artificial Intelligence
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Agarsha Manoharan; Abiniah Sriskantharajah; H. M. K. K. M. B. Herath; L. G. P. K. Guruge; S. L. P. Yasakethu – Education and Information Technologies, 2025
MetaHuman technology's development and the Metaverse's growth have transformed virtual interactions and brought up new cybersecurity risks. This research provides cybersecurity awareness education tools for phishing attacks in the metaverse realm that use MetaHuman avatars, which turned out to be more dishonest than conventional phishing…
Descriptors: Information Security, Computer Security, Computer Simulation, Risk
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Tugtekin, Ufuk; Odabasi, Hatice Ferhan – Education and Information Technologies, 2023
Learning environments are undergoing a dynamic alteration with the robust impact of technological transformation. Therefore, adapting to dynamic learning settings has now become a key criterion for academic performance. The factors that we know have a detrimental effect on learners' academic performance and cognitive capacity are related to…
Descriptors: Computer Simulation, Time Management, Executive Function, Difficulty Level
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Jiaxu Liu; Qingtang Liu; Shufan Yu; Jingjing Ma; Mengfan Liu; Linjing Wu – Education and Information Technologies, 2024
Virtual reality learning environment (VRLE), which allow students to transcend time and space and provide them with a sense of immersion, is becoming more common in education. Although many studies have explored the effects of VRLE on learners' learning outcomes as well as learning experiences, the results of these studies indicate that the…
Descriptors: Personal Autonomy, Student Characteristics, Outcomes of Education, Cognitive Processes
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Shu-Hao Wu; Morris Siu-Yung Jong; Chin-Chung Tsai – Education and Information Technologies, 2025
Spherical video-based virtual reality (SVVR) offers teachers an accessible means to use virtual reality. However, research into the effects of learning materials in teacher-developed SVVR activities on student learning remains limited. This study recruited 33 elementary school teachers and the 841 students in their classes. This study classified…
Descriptors: Learner Engagement, Hierarchical Linear Modeling, Computer Simulation, Technology Uses in Education
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Taw Kuei Chan – Education and Information Technologies, 2024
The synchronous hybrid learning model, which involves simultaneous face-to-face and remote learning, suffers from a disparity in the lesson experience and outcomes provided by the different learning modes. Moreover, the online medium allows little opportunity for teachers to exhibit non-verbal immediacy behaviours to improve cognitive engagement…
Descriptors: Computer Software, Learning Experience, Blended Learning, Teaching Methods
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Yi Xue – Education and Information Technologies, 2025
The widespread diffusion of portable tablets and 5G technology heralded a new era of mobile-assisted language learning. Educators and practitioners have shown keen interest in introducing spherical video virtual reality to facilitate pedagogical practices. Although a substantial number of empirical studies have been carried out to observe the…
Descriptors: Computer Simulation, Video Technology, Technological Advancement, Technology Uses in Education
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Ghanbarzadeh, Reza; Ghapanchi, Amir Hossein – Education and Information Technologies, 2021
Three-Dimensional Virtual World (3DVW) is one of the promising innovations in the field of information and communication technologies. 3DVWs include user-created content, and they allow for user-defined purpose and a sense of presence. Users are able to navigate in and manipulate objects within the virtual environment through their avatar. This…
Descriptors: Outcomes of Education, Computer Simulation, Student Attitudes, Student Participation
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Cathy Weng; Khanh Nguyen Phuong Tran; Chi-Chuan Yang; Hsuan-I. Huang; Hsuan Chen – Education and Information Technologies, 2024
An augmented reality (AR)-integrated gamification learning approach in an electronics course was developed in this study to help students better understand the concepts while simultaneously increasing their motivation. An experimental study was conducted to examine the effectiveness of the AR-integrated gamification approach on students' learning…
Descriptors: Computer Simulation, Gamification, Vocational Schools, High School Students
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Tugtekin, Ufuk; Odabasi, Hatice Ferhan – Education and Information Technologies, 2022
In this study, considering the effect of interactive learning environments on human cognition, we have examined extraneous processing effects of multimedia materials on cognitive load, metacognitive judgments and learning outcomes. This study examines Augmented Reality Learning Environments (ARLE) and Virtual Reality Learning Environments (VRLE)…
Descriptors: Outcomes of Education, Interaction, Educational Environment, Cognitive Processes
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Fokides, Emmanuel; Atsikpasi, Penelope – Education and Information Technologies, 2018
The study presents the development and testing of a model for explaining the learning outcomes when individuals use 3D virtual environments (VEs) in informal learning settings. For that matter, a VE was developed, presenting the work of a sculptress, namely Nausica Pastra. The following subjective factors were considered so as to build a research…
Descriptors: Informal Education, Computer Simulation, Museums, Outcomes of Education
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Taçgin, Zeynep – Education and Information Technologies, 2020
The perceived effectiveness of an IVRLE may distinguish depending on the previous knowledge learners. The purpose of this research is to investigate the features of an immersive virtual reality learning environment (IVRLE) and to evaluate its perceived simulation effectiveness under the learning, attitude, and confidence sub-concepts. This study…
Descriptors: Computer Simulation, Teaching Methods, Nursing Education, Undergraduate Students
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Nisula, Karoliina; Pekkola, Samuli – Education and Information Technologies, 2019
Business education has been criticized for being theoretical and distant from the dynamisms of the business life. To answer to this criticism, different types of experiential learning environments, such as manual role-plays, computer simulations, and enterprise resource planning (ERP) systems, have been used. In this paper, we study how a holistic…
Descriptors: Business Administration Education, Case Studies, Criticism, Role Playing
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