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Zhuotao Lu; Ming M. Chiu; Shuai Wang; Weijie Mao; Hao Lei – Journal of Educational Computing Research, 2025
Teachers are increasingly using augmented reality (AR) to develop students' higher-order thinking (HOT). As past studies showed mixed results, our "random effects meta-analysis" of 21 effect sizes from 17 studies of 1256 participants determined the overall effect of AR on HOT and accounted for differences across studies via moderator…
Descriptors: Thinking Skills, Meta Analysis, Computer Simulation, Skill Development
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Cynthia Y. Delgado; Richard E. Mayer – Journal of Educational Computing Research, 2025
This study examined whether answering focused explanative questions during pauses in an immersive virtual reality (IVR) lesson on pipetting procedures could enhance learning. The goal was to take a generative learning activity, known to be effective for declarative knowledge with conventional media, to the context of procedural knowledge with…
Descriptors: Computer Simulation, Computer Uses in Education, Laboratory Procedures, Learning Activities
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Alberto Cannavò; Federico De Lorenzis; Filippo Gabriele Pratticò; Lorenzo Galante; Fabrizio Lamberti – Journal of Educational Computing Research, 2024
Today, immersive technologies like Virtual Reality (VR) are regarded as disruptive tools in many domains, including education. While the body of literature in the field is growing, studies that present contrasting findings are not uncommon. In fact, although there is evidence of the benefits brought by VR in the educational processes, in some…
Descriptors: Computer Simulation, Technology Uses in Education, Science Education, Laboratory Experiments
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Jiahua Zhang; Qianqian Pan; Di Zhang; Bin Meng; Gwo-Jen Hwang – Journal of Educational Computing Research, 2024
Virtual Reality (VR) shows the potential to tackle the limitations and deficiencies of traditional microteaching training by offering an intricate and lifelike environment that helps pre-service teachers to develop their teaching skills. However, the effects of VR training on each teaching skill sub-dimension remain inconclusive. This study…
Descriptors: Computer Simulation, Microteaching, Preservice Teachers, Teaching Skills
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Lusia Maryani Silitonga; Budi Dharmawan; Astrid Tiara Murti; Ting-Ting Wu – Journal of Educational Computing Research, 2024
Business simulation games (BSG) offer a unique opportunity to provide students with hands-on experience in a simulated business environment. This study aims to explore the effectiveness of BSG in promoting entrepreneurial intentions and competencies among undergraduate students. The study was conducted with 48 students, who participated in BSG as…
Descriptors: Entrepreneurship, Intention, Competence, Simulation
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Yang-Hsin Fan; Tzung-Jin Lin – Journal of Educational Computing Research, 2025
Extant literature has preliminarily confirmed the potential benefits of holographic projections for educational purposes. Yet, students' experiences of learning by holographic projection have rarely been addressed. The main purpose of this study was therefore to explore students' conceptions of and approaches to learning by holographic projection.…
Descriptors: Foreign Countries, College Students, Astronomy, Lunar Research
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Yu-Hung Chiang; Yu-Chen Su; Wei-Tsong Wang; Tien-Chi Huang – Journal of Educational Computing Research, 2025
As big data and artificial intelligence become integral to business decision-making, business management students require proficiency in data science and big data. However, the use of instructional technologies, such as augmented reality (AR) and mind mapping to teach these subjects is limited. This study introduces an innovative pedagogical model…
Descriptors: Business Education, College Students, Foreign Countries, Data
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Chih-Chung Chien; Yen-Ting Ho; Huei-Tse Hou – Journal of Educational Computing Research, 2024
In the post-pandemic era, distance education and training modes without space constraints are gradually becoming a new trend in training. Game-based training combined with situational simulations is a potential approach. This study used a simulation company scenario and a decision-making analysis task of promotion assessment as the game context,…
Descriptors: Decision Making, Vignettes, Interactive Video, Scaffolding (Teaching Technique)
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Hsing-Ying Tu; Silvia Wen-Yu Lee – Journal of Educational Computing Research, 2025
Learning in a virtual environment has been found to foster students' affective responses, indicating the importance of exploring the factors which affect students' learning when engaged in a virtual game. This study aimed to explore the relationships among students' epistemic curiosity, situational interest, and learning engagement in an…
Descriptors: Personality Traits, Student Interests, Learner Engagement, Computer Simulation
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Kyungbin Kwon; Thomas A. Brush; Keunjae Kim; Minhwi Seo – Journal of Educational Computing Research, 2025
This study examined the effects of embodied learning experiences on students' understanding of computational thinking (CT) concepts and their ability to solve CT problems. In a mixed-reality learning environment, students mapped CT concepts, such as sequencing and loops, onto their bodily movements. These movements were later applied to robot…
Descriptors: Thinking Skills, Computer Science Education, Robotics, Programming
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Ying-Lien Lin; Wei-Tsong Wang – Journal of Educational Computing Research, 2025
Virtual-reality business simulation games (VRBSGs) have garnered attention in management education. However, investigating the design of efficient VRBSGs from an integrated perspective of social cognitive, self-determination, and cognitive load theories is crucial but under-addressed. Therefore, this study developed a VRBSG learning system to…
Descriptors: Undergraduate Students, Business Education, Computer Simulation, Game Based Learning
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Chengliang Wang; Xiaojiao Chen; Yifei Li; Pengju Wang; Haoming Wang; Yuanyuan Li – Journal of Educational Computing Research, 2025
This study explored the impact of MetaClassroom, a virtual immersive programming learning environment designed based on the three-dimensional learning progression (3DLP) concept, on students' multidimensional development. Utilizing a quasi-experimental research design, this study compared students' programming learning achievements (PLA),…
Descriptors: Programming, Computer Science Education, Metacognition, Computer Simulation