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Showing 1 to 15 of 23 results Save | Export
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Yining Zhao; Yavor Bozhkov; Xiaolei Chen; Katharina Fuchs; Michael Buchfelder; Lars Fester; Daniela Souza de Oliveira; Alessandro Del Vecchio; Thomas Kinfe – Educational Technology Research and Development, 2025
To date, neuroanatomy education courses are still based on two-dimensional (2D) illustrations combined with cadaver dissections. To gain a more comprehensive understanding of neuroanatomy, we offered mixed reality experience using a head-mounted device (HMD) for medical students during their neuroanatomy course. This pilot study´s purpose was to…
Descriptors: Anatomy, Medical Education, Computer Simulation, Computer Uses in Education
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Tom Peney; Paul A. Skarratt – Educational Technology Research and Development, 2024
Recent years have seen an increase in the use of immersive virtual reality (IVR) technology in education and training. Studies examining the efficacy of IVR-based interventions have shown improved performance compared to traditional training programmes; however, little is known about whether such improvements can be detected at the level of…
Descriptors: Foreign Countries, Undergraduate Students, Computer Simulation, Recall (Psychology)
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Ferdig, Richard E.; Kosko, Karl W.; Gandolfi, Enrico – Educational Technology Research and Development, 2023
A growing body of research has supported the implementation of innovative and immersive video for teaching and learning across the lifespan. Immersive video, delivered through eXtended Reality (XR) tools like 360 video, provides users with new ways to see real or created environments. Unfortunately, most of the existing research has highlighted…
Descriptors: Observation, Audio Equipment, Video Technology, Computer Simulation
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Sanghoon Park; Heoncheol Yun – Educational Technology Research and Development, 2024
Although numerous studies have demonstrated the potential benefits of augmented reality (AR) in education, the influence of education students' learning experiences on their AR technology acceptance in the classroom has yet to be examined thoroughly. In this empirical study, we explored the affective experiences (i.e., positive emotions, negative…
Descriptors: Computer Simulation, Educational Technology, Student Experience, Emotional Response
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Hwang, Yohan; Shin, Dongkwang; Lee, Hyejin – Educational Technology Research and Development, 2023
The main purpose of this paper is to add empirical data to the nascent field of metaverse learning and teaching by examining factors affecting student participation and their perceived experiences of different metaverse platforms. For data collection, 57 Korean undergraduates participated in a self-administered questionnaire and a short reflective…
Descriptors: Student Attitudes, Computer Simulation, Electronic Learning, Student Participation
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Hu, Xinping; Safiena, Sufiana; Goh, Yang Miang; Lin, Alexander – Educational Technology Research and Development, 2023
Virtual Reality (VR) provides an immersive and engaging experience that facilitates the teaching and learning of abstract concepts. This paper describes the design and implementation of the VR 360° (VR360) component of the Virtual and Augmented Reality for Structures (VARS) mobile application. This study used VARS to teach basic structural systems…
Descriptors: Computer Simulation, Undergraduate Students, Administrator Education, Computer Oriented Programs
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Luca Botturi; Tiffany Fioroni; Chiara Beretta; Davide Andreoletti; Alessandro Ferrari; Felipe Cardoso; Anna Picco-Schwendener; Suzanna Marazza; Silvia Giordano – Educational Technology Research and Development, 2024
Privacy is a central issue in the digitalization of society and directly concerns all Internet users. Privacy education is part of the picture of a more just digital society: it aims at making users more aware of the importance of their data and of the technical and financial tools and processes that involve their personal data. Nonetheless,…
Descriptors: Computer Simulation, Privacy, Internet, Student Behavior
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Agbo, Friday Joseph; Oyelere, Solomon Sunday; Suhonen, Jarkko; Tukiainen, Markku – Educational Technology Research and Development, 2023
Computational thinking (CT) has become an essential skill nowadays. For young students, CT competency is required to prepare them for future jobs. This competency can facilitate students' understanding of programming knowledge which has been a challenge for many novices pursuing a computer science degree. This study focuses on designing and…
Descriptors: Computer Simulation, Game Based Learning, Computation, Thinking Skills
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Elme, Liisalotte; Jørgensen, Maria L. M.; Dandanell, Gert; Mottelson, Aske; Makransky, Guido – Educational Technology Research and Development, 2022
The goal of the current study was to investigate the effects of an immersive virtual reality (IVR) science simulation on learning in a higher educational setting, and to assess whether using self-explanation has benefits for knowledge gain. A sample of 79 undergraduate biology students (40 females, 37 males, 2 non-binary) learned about…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, STEM Education
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Bacca-Acosta, Jorge; Tejada, Julian; Fabregat, Ramon; Kinshuk; Guevara, Juan – Educational Technology Research and Development, 2022
Scaffolding is a mechanism for helping novice learners to solve a problem or complete a task that is beyond their current skill set. Prior research on immersive virtual reality (IVR) environments with scaffolding has mainly focused on the effectiveness of scaffolding for conceptual understanding and information processing. However, research on…
Descriptors: Computer Simulation, Eye Movements, English (Second Language), Second Language Learning
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DeWitt, Dorothy; Chan, Suet Fong; Loban, Rhett – Educational Technology Research and Development, 2022
Intercultural communicative competence (ICC) is the ability to interact and communicate appropriately with people from different cultures. The lack of ICC among non-native speakers has resulted in misunderstandings during interactions. Although Malaysia is a multicultural country, there has not been much emphasis in developing ICC in the…
Descriptors: Intercultural Communication, Second Language Learning, Second Language Instruction, Cultural Awareness
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Shadiev, Rustam; Wang, Xueying; Huang, Yueh-Min – Educational Technology Research and Development, 2021
Cross-cultural learning projects were carried out in learning environments created using Web 1.0 or Web 2.0 technologies in previous related studies. However, such environments have a limited ability to provide learners with immersive learning experiences of a foreign culture and fail to make them feel virtually present in a foreign cultural…
Descriptors: Cross Cultural Training, Computer Simulation, Emotional Intelligence, Web 2.0 Technologies
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Makransky, Guido; Lilleholt, Lau – Educational Technology Research and Development, 2018
Virtual reality (VR) is projected to play an important role in education by increasing student engagement and motivation. However, little is known about the impact and utility of immersive VR for administering e-learning tools, or the underlying mechanisms that impact learners' emotional processes while learning. This paper explores whether…
Descriptors: Computer Simulation, Computer Uses in Education, Psychological Patterns, Emotional Response
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Hirumi, Atsusi; Kleinsmith, Andrea; Johnsen, Kyle; Kubovec, Stacey; Eakins, Michael; Bogert, Kenneth; Rivera-Gutierrez, Diego J.; Reyes, Ramsamooj Javier; Lok, Benjamin; Cendan, Juan – Educational Technology Research and Development, 2016
Systematic reviews and meta-analyses of randomized controlled studies conclude that virtual patient simulations are consistently associated with higher learning outcomes compared to other educational methods. However, we cannot assume that students will learn from simply exposing students to the simulations. The instructional features that are…
Descriptors: Medical Education, Medical Students, Computer Simulation, Patients
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Yang, Xiaozhe; Lin, Lin; Cheng, Pei-Yu; Yang, Xue; Ren, Youqun; Huang, Yueh-Min – Educational Technology Research and Development, 2018
This study explores the effects of immersive VR on an individual's creativity and factors related to creativity including flow, attention and meditation (i.e., mental relaxation or stress). Sixty undergraduate students were invited to participate in an open-ended challenge to design a wearable technology functioning as a smart phone individually,…
Descriptors: Creativity, Computer Simulation, Stress Variables, Undergraduate Students
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