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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
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
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
Allcoat, Devon; Hatchard, Tim; Azmat, Freeha; Stansfield, Kim; Watson, Derrick; von Mühlenen, Adrian – Journal of Educational Computing Research, 2021
In recent years Virtual Reality has been revitalized, having gained and lost popularity between the 1960s and 1990s, and is now widely used for entertainment purposes. However, Virtual Reality, along with Mixed Reality and Augmented Reality, has broader application possibilities, thanks to significant advances in technology and accessibility. In…
Descriptors: Computer Simulation, Computer Uses in Education, Educational Experience, College Students
Wang, Yu-Yin; Wang, Yi-Shun; Jian, Shi-En – Journal of Educational Computing Research, 2020
Business simulation games (BSGs) are educational tools that help students develop business management knowledge and skills. However, to date, relatively little research has investigated the factors that influence students' BSG usage intention. Grounded on the extended unified theory of acceptance and use of technology, this study helped to fill…
Descriptors: Business Administration Education, Foreign Countries, Computer Simulation, Student Attitudes
Tsai, Shu-Chiao – Journal of Educational Computing Research, 2023
Due to the outbreak of COVID 19, an online bilingual curriculum was conducted via "Google Meet." The learning material was developed and implemented by using a smartphone application, STEMUP, based on augmented reality (AR) and automatic speech recognition (ASR) technologies. This study investigated the oral performance and perceptions…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, College Students
Brom, Cyril; Stárková, Tereza; Bromová, Edita; Dechterenko, Filip – Journal of Educational Computing Research, 2019
Despite the increased interest in gamification approaches, there is a lack of comparative studies that shed light on the applicability of these approaches in educational contexts. In this explorative study, with an experimental design, university learners (N = 98) studied a complex process (i.e., how to brew beer) in a 2-hour-long computerized…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Computer Simulation
Boldbaatar, Nomin; Sendurur, Emine – Journal of Educational Computing Research, 2019
The emergence of block-based environments aims to facilitate the problems caused by the abstractness of text-based languages. Recent studies generally focus on the effect of having block-based experience on programming education. This study is an attempt to observe the transfer of previous programming experiences (block-based vs. text-based) into…
Descriptors: Educational Games, Computer Games, Computer Simulation, Computer Software
Purgina, Marina; Mozgovoy, Maxim; Blake, John – Journal of Educational Computing Research, 2020
Gamification of language learning is a clear trend of recent years. Widespread use of smartphones and the rise of mobile gaming as a popular leisure activity contribute to the popularity of gamification, as application developers can rely on an unprecedented reach of their products and expect acceptance of game-like elements by the users. In terms…
Descriptors: Computer Games, Computer Simulation, Grammar, Computer Software
Fonseca, David; Navarro, Isidro; de Renteria, Isabela; Moreira, Fernando; Ferrer, Álvaro; de Reina, Oriol – Journal of Educational Computing Research, 2018
The main aim of this study is to assess the spatial perception of historical world heritage buildings using wearable technologies in an educational framework. The proposal seeks to complement the real experience of visiting the Casa Batlló Museum, an emblematic space (1904-1906, Antonio Gaudí, Barcelona). The main innovative feature of the project…
Descriptors: Computer Simulation, Historic Sites, Museums, Program Descriptions
Cela-Ranilla, Jose María; Esteve-Gonzalez, Vanessa; Esteve-Mon, Francesc; Gisbert-Cervera, Merce – Journal of Educational Computing Research, 2014
In this study we analyze how 57 Spanish university students of Education developed a learning process in a virtual world by conducting activities that involved the skill of self-management. The learning experience comprised a serious game designed in a 3D simulation environment. Descriptive statistics and non-parametric tests were used in the…
Descriptors: Foreign Countries, College Students, Simulated Environment, Computer Simulation
Mohsen, Mohammed Ali – Journal of Educational Computing Research, 2016
One of the main issues in language learning is to find ways to enable learners to interact with the language input in an involved task. Given that computer-based simulation allows learners to interact with visual modes, this article examines how the interaction of students with an online video simulation affects their second language video…
Descriptors: Computer Simulation, Computer Assisted Instruction, English (Second Language), Second Language Instruction
Kluge, Annette; Sauer, Juergen; Burkolter, Dina; Ritzmann, Sandrina – Journal of Educational Computing Research, 2010
Training in process control environments requires operators to be prepared for temporal and adaptive transfer of skill. Three training methods were compared with regard to their effectiveness in supporting transfer: Drill & Practice (D&P), Error Training (ET), and procedure-based and error heuristics training (PHT). Communication…
Descriptors: Comparative Analysis, Training Methods, Methods, Task Analysis