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Leah Hardesty – ProQuest LLC, 2023
This qualitative research study explored levels of social presence in Second Life (virtual world) associated with phases of knowledge construction. The study explored images and data collected from users at two discussion-based activities. The findings revealed the three levels of social presence, according to the Interactional Process Model of…
Descriptors: Learning, Computer Simulation, Interpersonal Relationship, Interaction
Kelly Jay Smith – ProQuest LLC, 2024
Augmented reality (AR) is an emergent technology beginning to be integrated into many disciplines such as engineering, architecture, and medical fields for educational purposes. The present study builds on a pilot study conducted in the spring of 2022 exploring how AR can be employed in Environmental Education (EE) by providing just-in-time…
Descriptors: Computer Simulation, Simulated Environment, Environmental Education, Technology Uses in Education
Jonathan Spike – ProQuest LLC, 2024
As more and more students seek out online educational opportunities, emerging technology and platforms must provide the most effective experience for learners to expand their knowledge and skill sets. The research study aimed to investigate social presence, collaboration, and design opportunities in head-mounted, virtual reality as compared to the…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Interpersonal Relationship
Chris Hovey – ProQuest LLC, 2024
This dissertation examines the affective qualities of non-player character motion in a Virtual Reality (VR) cognitive training game, their impact on players' core affective experiences, game performance, and cognitive training outcomes. How do the movements of game characters in a VR environment affect players' experienced emotions, gameplay…
Descriptors: Computer Simulation, Educational Technology, Computer Uses in Education, Computer Games
Yang, Tingting – ProQuest LLC, 2023
The use of Virtual Reality (VR) as an educational tool is gaining attention due to its potential to provide immersive and authentic learning experiences. However, most schools cannot afford to provide individual access to VR, making VR-mediated group learning a promising solution for those with limited access to educational resources. Despite its…
Descriptors: Computer Simulation, Cooperative Learning, Educational Environment, Educational Technology
Kim, Gyoung M. – ProQuest LLC, 2019
This dissertation investigates the extent to which a media audience's degree of technology acceptance (as a mediator) and interactivity of the media influence the user's sense of presence, enjoyment, and message engagement, and finally lead to attitude change (persuasion). The study also explores how the user processes a message and changes the…
Descriptors: Computer Simulation, Attitude Change, College Students, Student Attitudes
Kathleen Michelle Ross – ProQuest LLC, 2020
Online learning has grown rapidly over the past decade in higher education. In 2019, 2.8 million higher education students were learning online, a 129.1% growth from 2018 (Straut & Boeke, 2020). Technology allows students from all over the world to learn, which has aided in the enrollment growth of online learning. Technological innovations…
Descriptors: Student Experience, Computer Simulation, Electronic Learning, Higher Education
Melcer, Edward F. – ProQuest LLC, 2018
Embodiment is a concept that has gained widespread usage within the Human-Computer Interaction (HCI) community in recent years. In a general sense, embodiment is the notion that cognition arises not just from the mind, but also through our bodies' physical and social interactions with the world around us. HCI has employed this body-centric…
Descriptors: Educational Technology, Human Body, Design, Man Machine Systems
Fourman, Janet L. – ProQuest LLC, 2018
Role-playing simulations have been effective techniques to encourage global skills in the engineering and design classrooms. May, Wold and Moore (2014), defined global skills as student display of respect, recognition, adjustment and integration. Gray, Debs, Exter, and Krause (2016), took this one step further and looked-for empathy in the design…
Descriptors: Science Education, Role Playing, Simulation, Interpersonal Competence
Gloria Rosati Peterson – ProQuest LLC, 2020
The purpose of this study was to examine the effect of a treatment package consisting of video and reflection, video feedback, and coaching on pre-service teachers' use of nonverbal immediacy behaviors as they delivered lessons to student avatars in mixed reality simulations. Pre-service teachers delivered lessons at three points of time over the…
Descriptors: Preservice Teachers, Computer Simulation, Physical Environment, Simulated Environment
Kyle Joe Branch – ProQuest LLC, 2018
We developed an introductory chemical engineering design laboratory course coupling traditional, hands-on, and virtual learning techniques. The course is centered on a set of interactive, online simulations mimicking laboratory experimentation, which the students complete for homework prior to completing a corresponding hands-on experiment as a…
Descriptors: Chemical Engineering, Introductory Courses, Laboratory Experiments, Experiential Learning
Alison A. Salerno – ProQuest LLC, 2021
The COVID-19 pandemic of 2020 and the subsequent shutdown of all of the schools in the United States thrust teachers into distance learning environments with little or no preparation. This mixed methods exploratory study of teachers' perceptions of the role of professional learning in reducing transactional distance in a virtual environment…
Descriptors: Teacher Attitudes, Faculty Development, Proximity, Teacher Student Relationship
Hu, Po – ProQuest LLC, 2018
The purpose of this study is to explore the nature of complex adaptive systems (CAS) and network dynamics in international education (IE) programs in a U.S. higher education institution. I analyze the IE programs through a lens of complexity and network theories and ask how measures of engagement in complex networks affect performance in the IE…
Descriptors: International Education, Higher Education, Network Analysis, Program Evaluation
Kyle John Hartung – ProQuest LLC, 2016
Skills associated with collaborative problem solving (CPS), especially in STEM-related disciplines, are increasingly regarded as essential for success in work and life. In the last decade, simulation-based games have emerged as rich environments for the situated learning of such skills, and are instrumental in the study of CPS because they provide…
Descriptors: Internship Programs, Electronic Learning, Group Discussion, Engineering Education
Myers, Rodney Dean – ProQuest LLC, 2012
In order for simulations and games to be effective for learning, instructional designers must verify that the underlying computational models being used have an appropriate degree of fidelity to the conceptual models of their real-world counterparts. A simulation/game that provides incorrect feedback is likely to promote misunderstanding and…
Descriptors: Simulation, Teaching Methods, Interaction, Computer Games