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Jiawei Wang; Nur Azlina Mohamed Mokmin; Shaorong Ji – Interactive Learning Environments, 2024
Since the turn of the millennium, virtual reality (VR) has become a popular global research topic. Educators are eager to employ VR for interactive learning, potentially enhancing student engagement and efficiency. Researchers have conducted numerous trials, with students across disciplines achieving notable results, affirming VR's effectiveness,…
Descriptors: College Students, Art Education, Learning Experience, Computer Simulation
Liu, Bowen; Wu, Yonghe; Xing, Wanli; Guo, Shouchao; Zhu, Lijuan – Interactive Learning Environments, 2023
3D design and modeling is an important part of design education. Self-directed learning (SDL) has been considered in order to effectively learn and teach 3D design and modeling. Exploring the relationship between students' SDL ability and their behavior in learning 3D design will not only promote the 3D design learning process and outcomes, but…
Descriptors: Independent Study, Computer Simulation, Design, Models
Li Ye; Jingyi Li; Simin Yang; Yongxin Hang – Interactive Learning Environments, 2024
Traditional pattern teaching is an important part of the art curriculum, but the pattern are complex and difficult to learn. While schema theory focuses on the integration, understanding and construction process of knowledge, AR technology can provide a three-dimensional and dynamic display of patterns, which has been used in teaching in recent…
Descriptors: Computer Simulation, Game Based Learning, Art Education, Instructional Effectiveness
Chang, Yu-Shan; Chou, Chia-Hui; Chuang, Meng-Jung; Li, Wen-Hung; Tsai, I.-Fan – Interactive Learning Environments, 2023
This study investigated the effects of teaching via virtual reality (VR) on creative design performance and creative experiential learning processes by using a pretest--post-test nonequivalent group design to sample 138 seventh graders from a junior high school in Taipei City. The main conclusions from this study are: (1) VR has significant…
Descriptors: Foreign Countries, Computer Simulation, Creativity, Design
Sandra Elsom; Colleen Stieler-Hunt; Margaret Marshman – Interactive Learning Environments, 2024
Proponents of game-based learning see potential for the inclusion of Alternate Reality Games (ARGs) in higher education. Research has shown that an ARG can support the induction and socialisation of students but engagement in educational ARGs has been disappointing. We explored whether students could learn via an ARG embedded in curriculum: if…
Descriptors: Computer Simulation, Integrated Curriculum, Game Based Learning, Educational Games
Huo, Yi; Wang, A'Xi; Zhao, Ying – Interactive Learning Environments, 2023
Smart education and ubiquitous learning have come over globally, especially under coronavirus regime. Visual media and interactive operation can draw children's attention and interests, so the VR educational software becomes a prominent trend for training children. However, in K12 education, the VR technology is just in its initial period. In the…
Descriptors: Student Projects, Active Learning, Computer Simulation, Preservice Teachers
Zhong, Baichang; Zheng, Jijun; Zhan, Zehui – Interactive Learning Environments, 2023
This study examined the effects of virtual and physical robots (VPR) using in different learning stages (simple session/complex session) in a robotics programming course. A quasi-experimental design was implemented with 84 junior high school students from two classes. One class with 44 students used combination of VPR strategy for learning,…
Descriptors: Robotics, Programming, Junior High School Students, Educational Technology
Huang, Hsinfu; Lee, Chang-Franw – Interactive Learning Environments, 2022
The aim of the present study was to explore the learning usability factors of 3D modeling in virtual reality environment (VRE). Users' 3D modeling usability factors in VR were investigated through principal component analysis (PCA). Fifty industrial design students participated in the 3D modeling learning in VR experience experiment, and their…
Descriptors: Usability, Computer Simulation, Educational Technology, Geometric Concepts
Elfeky, Abdellah Ibrahim Mohammed; Elbyaly, Marwa Yasien Helmy – Interactive Learning Environments, 2021
Little studies have been conducted on the question of the use of augmented reality technology in the education field. The effects of augmented reality technology on the educational environment of tertiary students need to be further explored. Therefore, the present study aimed to investigate the effectiveness of augmented reality technology in…
Descriptors: Skill Development, Clothing, Design, Aesthetics
Obeid, Samah; Demirkan, Halime – Interactive Learning Environments, 2023
With the recent advancements in digital technologies, the design studios are transformed to virtual environments that offer both to design students and instructors a broader perspective in understanding the design process. As an integral part of design process, the supporting virtual tools enhance creativity in basic design studios. This study…
Descriptors: Creativity, Design, Teaching Methods, Computer Simulation
Chang, Shao-Chen; Hsu, Ting-Chia; Chen, Yen-Ni; Jong, Morris Siu-yung – Interactive Learning Environments, 2020
With the continuous development and innovation of information technology, virtual reality (VR) has become an important topic of education technology in recent years. VR is not only applied in many industries, but is also used by scholars for education applications as it enables students to have an immersive learning experience to enhance their…
Descriptors: Video Technology, Computer Simulation, Science Instruction, Instructional Effectiveness
Clark, Douglas B.; Sengupta, Pratim – Interactive Learning Environments, 2020
This paper situates a critical review of studies that we have conducted within the broader research literature to analyze the affordances of integrating modeling within disciplinarily-integrated games from computational thinking and science as practice perspectives. Across the studies, the analyses pursue two themes: (a) the role of agent-based…
Descriptors: Game Based Learning, Thinking Skills, Computer Games, Science Education
Hao, Kuang-Chung; Lee, Lai-Chung – Interactive Learning Environments, 2021
This study developed four AR games and investigated their influence on learning in a Grade 5 English course by integrating theories of digital game-based learning, the attention relevance confidence-satisfaction (ARCS) model, and different types of digital games. Moreover, the elements between AR game design and the ARCS model were examined. 147…
Descriptors: Computer Simulation, Educational Games, Grade 5, Game Based Learning
Litts, Breanne K.; Lewis, Whitney E.; Mortensen, Chase K. – Interactive Learning Environments, 2020
In response to a need to equip youth to become successful contributors to our growing digital economy, educators and researchers are exploring ways to incorporate computational thinking (CT) for all across curricular domains. In this paper, we take a place-based approach to examine how and what CT practices youth learn through designing mobile…
Descriptors: Teaching Methods, Educational Games, Telecommunications, Handheld Devices
Ke, Fengfeng; Lee, Sungwoong – Interactive Learning Environments, 2016
This exploratory case study examined the process and potential impact of collaborative architectural design and construction in an OpenSimulator-based virtual reality (VR) on the social skills development of children with high-functioning autism (HFA). Two children with a formal medical diagnosis of HFA and one typically developing peer, aged…
Descriptors: Case Studies, Children, Skill Development, Social Behavior