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Zhao, Jiayan; Wallgrün, Jan Oliver; Sajjadi, Pejman; LaFemina, Peter; Lim, Kenneth Y. T.; Springer, Jan P.; Klippel, Alexander – Journal of Educational Computing Research, 2022
Virtual and immersive virtual reality, VR and iVR, provide flexible and engaging learning opportunities, such as virtual field trips (VFTs). Despite its growing popularity for education, understanding how iVR compared to non-immersive media influences learning is still challenged by mixed empirical results and a lack of longitudinal research. This…
Descriptors: Computer Simulation, Field Trips, Undergraduate Students, Student Experience
Yang, Xiaozhe; Cheng, Pei-Yu; Lin, Lin; Huang, Yueh Min; Ren, Youqun – Journal of Educational Computing Research, 2019
The creativity of the brain is usually measured by one's creative behavior or activity. This study explores connections between an individual's creative behavior and his or her creative brain by asking each participant to design an open-ended virtual product in an integrated system consisting of virtual reality and brainwaves. The results show a…
Descriptors: Creativity, Creative Thinking, Brain, Attention
Xu, Xinhao; Wang, Fang – Journal of Educational Computing Research, 2022
This paper reports an immersive virtual reality lab (iVRLab) training environment that offers college students an immersive and embodied experience in engineering lab work. The iVRLab provides a simple and safe environment for students to learn the complex lab operations to process and prepare silicon wafers. It features highly embodied…
Descriptors: Engineering Education, Laboratory Experiments, Pandemics, COVID-19
Schroeder, Noah L.; Chiou, Erin K.; Siegle, Robert F.; Craig, Scotty D. – Journal of Educational Computing Research, 2023
Virtual humans are on-screen characters that are often embedded in learning technologies to deliver educational content. Little research has investigated how virtual humans can be used to correct common misconceptions. In this study, we explored how different types of narrative structures, refutation text and expository text, influence perceptions…
Descriptors: Robotics, Computer Simulation, Educational Technology, Error Correction
Fang, Ning; Guo, Yongqing – Journal of Educational Computing Research, 2023
Computer simulation and animation (CSA) is educational technology in which computer programs are employed to simulate and animate real-world physical phenomena and processes. CSA has attracted growing attention and received an increasing number of applications in the international science, technology, engineering, and mathematics education…
Descriptors: Educational Improvement, Learning Processes, Educational Technology, Computer Software
Huang, Chiao Ling; Luo, Yi Fang; Yang, Shu Ching; Lu, Chia Mei; Chen, An-Sing – Journal of Educational Computing Research, 2020
The purpose of this study was to investigate the relationship among Taiwanese high school students' learning style, sense of presence, cognitive load, and affective and cognitive learning outcomes in an immersive virtual reality-based learning environment. This study used a teaching experiment intervention method. Seventy-seven students…
Descriptors: Cognitive Style, Difficulty Level, Outcomes of Education, Virtual Classrooms
Teng, Chin-Hung; Chen, Jr-Yi; Chen, Zhi-Hong – Journal of Educational Computing Research, 2018
Although the learning of programming language is critical in science and technology education, it might be difficult for some students, especially novices. One possible reason might be the fact that programming language, especially for three-dimensional (3D) applications, is too complex and abstract for these students to understand. Programming…
Descriptors: Computer Simulation, Simulated Environment, Programming, Computer Science Education
Aguilar, Jose; Cordero, Jorge; Buendía, Omar – Journal of Educational Computing Research, 2018
In this article, we propose the concept of "Autonomic Cycle Of Learning Analysis Tasks" (ACOLAT), which defines a set of tasks of learning analysis, whose objective is to improve the learning process. The data analysis has become a fundamental area for the knowledge discovery from data extracted from different sources. In the autonomic…
Descriptors: Data Analysis, Learning Processes, Decision Making, Instructional Improvement
Pellas, Nikolaos; Peroutseas, Efstratios – Journal of Educational Computing Research, 2016
While pedagogical and technological affordances of three-dimensional (3D) multiuser virtual worlds in various educational disciplines are largely well-known, a study about their effect on high school students' engagement in introductory programming courses is still lacking. This case study presents students' opinions about their participation in a…
Descriptors: High School Students, Educational Games, Computer Simulation, Simulated Environment
Foster, Aroutis N. – Journal of Educational Computing Research, 2011
Researchers question how and what students learn from commercial digital games. Using a concurrent mixed-methods approach, this study examined 30 students' construction of knowledge and skills while playing a commercial off-the-shelf game for 7 weeks. Quantitative data included students' background survey and pre- and post-assessments for…
Descriptors: Elementary School Students, Social Studies, Educational Games, Learning Processes
Kluge, Annette – Journal of Educational Computing Research, 2007
This article empirically supports the thesis that there is no clear and unequivocal argument in favor of simulations and experiential learning. Instead the effectiveness of simulation-based learning methods depends strongly on the target group's characteristics. Two methods of supporting experiential learning are compared in two different complex…
Descriptors: Experiential Learning, Teaching Methods, Comparative Analysis, Computer Simulation
Eden, Sigal; Passig, David – Journal of Educational Computing Research, 2007
The process of developing concepts of time continues from age 5 to 11 years (Zakay, 1998). This study sought the representation mode in which children could best express time concepts, especially the proper arrangement of events in a logical and temporal order. Usually, temporal order is examined and taught by 2D (2-dimensional) pictorial scripts.…
Descriptors: Computer Simulation, Time, Concept Formation, Children

Mandinach, Ellen B. – Journal of Educational Computing Research, 1989
Describes the Systems Thinking and Curriculum Innovation (STACI) Project, which is examining the impact of a technology-based curriculum innovation on teaching and learning outcomes in high school science and social studies. Systems thinking is discussed, simulation-modeling software is described, and implications for technology in educational…
Descriptors: Computer Assisted Instruction, Computer Simulation, Courseware, Curriculum Development