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Qiao Jin – ProQuest LLC, 2024
Virtual reality (VR) has the potential to revolutionize the way we learn and educate, enhancing and supplementing the traditional learning experience by providing new ways to interact with information and people. However, its full potential in education has yet to be fully realized, as work in this space requires resolving cutting-edge technical…
Descriptors: Educational Technology, Computer Simulation, Experiential Learning, Socialization
JaMall A. Willis – ProQuest LLC, 2023
The primary purpose of this exploratory multi-case study was to investigate how virtual reality (VR), when utilized as the primary driver of hands-on instruction, could influence the completion of the Experiential Learning Cycle (ELC) for high school level Career and Technical Education (CTE) instructors. Specifically, this qualitative study…
Descriptors: Computer Simulation, Educational Technology, Experiential Learning, Vocational Education Teachers
Marielle Portaro – ProQuest LLC, 2024
Teacher education programs have a responsibility to prepare preservice teachers for the demands of teaching, including how to integrate educational technology into lessons. The purpose of this explanatory sequential mixed methods approach study is to understand the relationship between preservice teachers' self-efficacy for technology integration…
Descriptors: Student Teachers, Preservice Teacher Education, Self Efficacy, Student Teacher Attitudes
Michael A. Dzbenski – ProQuest LLC, 2024
Virtual Reality (VR) and Virtual Learning Environments (VLE) are technologies that allow users to interact with virtual environments and can create and participate in digital educational experiences and simulations. Due to the VR and VLEs being relatively new technologies in education, acceptance, use, and finally adoption in a classroom…
Descriptors: Computer Simulation, Educational Environment, Technology Uses in Education, Computer Attitudes
Barriers to Implementing Blended Learning in the K-12 Classroom: Quantitative Correlational Research
Theodore Newfield – ProQuest LLC, 2024
This nonexperimental predictive correlational research study examined the impact of ongoing professional development, hands-on training, practical scenario-based learning, post-training support materials, and one-on-one coaching on educators' ability to adopt, maintain competency, and effectively use digital tools. The study analyzed the…
Descriptors: Blended Learning, Elementary Secondary Education, Faculty Development, Educational Technology
Frances Nana Ofosu-Amaah – ProQuest LLC, 2021
The diffusion of the virtual and augmented reality (VR/AR) technological ecosystem into education is nascent. Research on VR/AR in Pre-Kindergarten to Grade 12 (PK-12) education has been focused on the technologies' effect on learning in various use cases. This study, grounded in Diffusion of Innovations theory (Rogers, 2003), uses a…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Elementary Secondary Education
Eric W. Nersesian – ProQuest LLC, 2021
The emerging technologies of augmented and virtual reality (AR/VR) may have vast implications to societal communication and representation of information. AR/VR computer interfaces are unique in that they may be placed spatially around the user in three-dimensional (3D) space; this affords new methods of both presentation and user interaction with…
Descriptors: STEM Education, Experiential Learning, Computer Simulation, Educational Environment
Thalmann, Ken – ProQuest LLC, 2022
Mobile devices, and their applications, are becoming common-place around the world, and especially with adult-age college students in the United States. At the same time, community college students who are interested in becoming members of the trade workforce, such as auto mechanics, are continuing to need to learn basic mathematic concepts such…
Descriptors: Community College Students, Vocational Education, Student Attitudes, Mathematical Applications
Frank Liu – ProQuest LLC, 2024
Virtual reality (VR) provides significant opportunities for students to experience immersive education. In VR, students can travel to the international space station, or go through a science experiment at home. However, the current tactile feedback provided by these systems do not feel real. Controllers do not provide the same tactile feedback…
Descriptors: Learning Experience, Computer Simulation, Equipment, Manipulative Materials
Allison Anne Middleton – ProQuest LLC, 2023
The purpose of this study was to examine a north-central Texas, suburban school district's teacher perceptions of the changes and adaptations that CTE programs experienced during the COVID-19 pandemic, in an attempt to identify lessons learned and assess practices borne of the necessity. In early 2020, COVID-19 disrupted education and required…
Descriptors: Teacher Attitudes, Educational Change, Vocational Education, COVID-19
Bruce R. Fleck – ProQuest LLC, 2022
The purpose of this quantitative correlational-predictive study was to determine if and to what extent the factors of e-learning technology acceptance predict job satisfaction when potentially mediated by learning culture in a population of U.S. salespeople. The theoretical framework is based on a model containing four factors of e-learning…
Descriptors: Electronic Learning, Educational Technology, Job Satisfaction, Influence of Technology
Nichole Danielle Viderman – ProQuest LLC, 2021
The purpose of this qualitative descriptive study is to examine how 3rd-8th grade teachers describe their use of educational technology for experiential learning in mathematics in the Southwestern United States. David Kolb et al. (2001) experiential learning theory guided the two research questions on the level of use and how teachers described…
Descriptors: Mathematics Instruction, Experiential Learning, Grade 3, Grade 4
Rayna L. Freedman – ProQuest LLC, 2021
The purpose of this study was to understand what veteran elementary educators need to be successful with integrating technology into their current practices. While previous research has examined educator needs and successful professional development strategies, the voice of the veteran elementary educator is missing. Using the case study…
Descriptors: Elementary School Teachers, Faculty Development, Educational Needs, Electronic Learning
Marsh-Nation, Margaret Ann – ProQuest LLC, 2019
The current shortage of clinical sites for neurodiagnostic technology (NDT) students is limiting enrollments and subsequently limiting graduates from NDT schools in the U.S. A lack of knowledge or consensus concerning the use of educational technology in NDT clinical skills training prompted this investigation. The purpose of this study was to…
Descriptors: Educational Technology, Clinical Diagnosis, Diagnostic Tests, Medical Education
Timothy Berndt – ProQuest LLC, 2021
The prominence of virtual reality (VR) in the educational field has grown in recent years due to increased availability and lower costs. I conducted a global study regarding how pioneering K-12 teachers use VR to engage students in learning activities. The purpose of this qualitative case study was to identify how and why teachers used VR for…
Descriptors: Computer Simulation, Technology Uses in Education, Educational Technology, Elementary School Teachers