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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
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)
Shadiev, Rustam; Dang, Chuanwen; Sintawati, Wayan; Yi, Suping; Huang, Yueh-Min – Educational Technology Research and Development, 2023
Studies that explored intercultural competence in tele collaborative projects mostly integrated their intercultural learning activities in language learning context, and other learning contexts were neglected by researchers. In the present study, we aimed to address this gap by integrating intercultural learning and information literacy learning.…
Descriptors: Information Literacy, Cultural Awareness, Multicultural Education, Computer Simulation
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
Jue-Qi Guan; Wen-Zhuo Wang; Xiao-Feng Wang; Jiong Zhu; Gwo-Jen Hwang – Educational Technology Research and Development, 2024
Painting is the most fundamental kind of art, and is one important part of creative practice in art courses. In typical painting classes, students paint a picture independently with only a few theoretical explanations and may lack authentic experience of the painting topic. It would therefore be meaningful to construct a new painting form to…
Descriptors: Painting (Visual Arts), Art Education, Creativity, Computer Simulation
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
Gerardo Herrera; Lucía Vera; Patricia Pérez-Fuster; Arturo López-Fernández; Álvaro López; Ümit Savas-Taskesen; Nigel Newbutt – Educational Technology Research and Development, 2025
The increased availability of low-cost, standalone and immersive virtual reality (VR) can facilitate adoption in autism education. An immersive VR implementation of the individual work system (IWS) from the TEACCH® approach has the potential to be a safe and predictable environment for autistic learners with or without intellectual disability.…
Descriptors: Foreign Countries, Autism Spectrum Disorders, Students with Disabilities, Computer Simulation
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
AlNajdi, Sameer Mosa – Educational Technology Research and Development, 2022
Augmented reality (AR) is a new way to integrate virtual reality into the real world, and integrating AR into education offers opportunities for increasing student performance. The Saudi Ministry of Education integrated technology into its educational system by building an educational portal called iEN, which offers many technologies that support…
Descriptors: Foreign Countries, Computer Simulation, Educational Technology, Technology Uses in Education
Wen, Yun – Educational Technology Research and Development, 2021
Augmented Reality (AR) has been applied to education in a variety of subjects, but in comparison to AR in STEM education, research on integrating pedagogical designs with AR in language learning is less mature. This study presents an AR-supported Chinese character learning game designed for young learners and investigates its effects on learners'…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Grade 2
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
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
Yim, Joanne Sau-Ching; Moses, Priscilla; Azalea, Alia – Educational Technology Research and Development, 2019
Psychological ownership (PO) is a sense of being psychologically tied to an object to the extent that it becomes part of the extended self. As technology becomes ubiquitous in daily lives, research have shown the potential of this concept to influence users' behavior. Hence, this study incorporates PO and its antecedents with the beliefs of…
Descriptors: Teaching Methods, Psychological Patterns, Teacher Attitudes, Self Concept
Zheng, Dongping; Bischoff, Michael; Gilliland, Betsy – Educational Technology Research and Development, 2015
Drawing on ecological and dialogical perspectives on language and cognition, this exploratory case study examines how vocabulary learning occurs during a quest-play mediated in English between a Japanese undergraduate student and a native speaker of English. Understanding embodiment as coaction between the player-avatar and player-player relations…
Descriptors: Vocabulary Development, Computer Games, Context Effect, Undergraduate Students
Nadolny, Larysa; Woolfrey, Joan; Pierlott, Matthew; Kahn, Seth – Educational Technology Research and Development, 2013
Learning in immersive 3D environments allows students to collaborate, build, and interact with difficult course concepts. This case study examines the design and development of the TransGen Island within the SciEthics Interactive project, a National Science Foundation-funded, 3D virtual world emphasizing learning science content in the context of…
Descriptors: Sciences, Ethics, Computer Simulation, Instructional Design
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