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Showing 1 to 15 of 22 results Save | Export
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Matisse Poupard; Florian Larrue; Hélène Sauzéon; André Tricot – British Journal of Educational Technology, 2025
Immersive technologies are assumed to have many benefits for learning due to their potential positive impact on optimizing learners' cognitive load and fostering intrinsic motivation. However, despite promising results, the findings regarding the actual impact on learning remain inconclusive, raising questions about the determinants of efficacy.…
Descriptors: Educational Technology, Academic Achievement, Cognitive Processes, Learning Motivation
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Carl Boel; Tijs Rotsaert; Martin Valcke; Tammy Schellens – Journal of Computer Assisted Learning, 2025
Background: As immersive virtual reality (IVR) is increasingly being used by teachers worldwide, it becomes pressing to investigate how this technology can foster learning processes. Several authors have pointed to this need, as results on the effectiveness of IVR for learning are still inconclusive. Objectives: To address this gap, we first…
Descriptors: Artificial Intelligence, Computer Simulation, Learning Strategies, Middle School Students
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Faruk Arici; Rabia Meryem Yilmaz – Journal of Computer Assisted Learning, 2025
Background: Inquiry-based learning (IbL) has significantly contributed to science education, and this impact can be enhanced with technology. Augmented Reality (AR) offers 3D visualisation and interactive experiences, whereas Video-based Learning (VbL) provides narratives with visual and audio support. Both methods aid students in exploring,…
Descriptors: Simulated Environment, Computer Simulation, Video Technology, Inquiry
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Christopher Keller; Gaby Walker; Francesca Amenduni; Alice Tela; Alberto Cattaneo – Education and Information Technologies, 2025
Technological advancements are rapidly transforming education, particularly immersive technologies, such as virtual reality (VR). Despite extensive research on VR's potential to enhance learning, its effectiveness in vocational education and training (VET) remains underexplored. This study evaluates the performance of VET students using a VR…
Descriptors: Computer Simulation, Technology Uses in Education, Career and Technical Education, Academic Achievement
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Yi Xue – Education and Information Technologies, 2025
The widespread diffusion of portable tablets and 5G technology heralded a new era of mobile-assisted language learning. Educators and practitioners have shown keen interest in introducing spherical video virtual reality to facilitate pedagogical practices. Although a substantial number of empirical studies have been carried out to observe the…
Descriptors: Computer Simulation, Video Technology, Technological Advancement, Technology Uses in Education
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Frazee, James; Guarcello, Maureen; Hauze, Sean; Woodbury, David – Journal of Interactive Learning Research, 2022
Development of Open Educational eXtended Reality (OEXR) resources was driven by a need to provide anatomy models for faculty and students for whom access to formaldehyde-preserved specimens was challenging or impossible due to medical conditions, pregnancy, and other factors that limited access to the lab and the lessons. The OEXR virtual assets…
Descriptors: Open Educational Resources, Computer Simulation, Distance Education, Program Implementation
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Di Zou; Morris Siu-Yung Jong; Xinyi Huang; Gary Cheng; Gwo-Jen Hwang; Michael Yi-Chao Jiang – Interactive Learning Environments, 2024
Spherical video-based virtual reality (SVVR) is a form of virtual reality that employs 360-degree videos to immerse learners in virtual environments. As SVVR can simulate realistic experiences, the current trend of language education is towards more use of it. To examine its current status, this study systematically reviewed 31 articles on…
Descriptors: Technology Uses in Education, Video Technology, Computer Simulation, Second Language Instruction
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Hung, Cheng-Yu; Lin, Yen-Ting; Yu, Shih-Jou; Sun, Jerry Chih-Yuan – Journal of Computer Assisted Learning, 2023
Background: Previous research has examined the use of augmented reality (AR) and virtual reality (VR) in English language teaching. However, to the best of our knowledge, none of the earlier studies that investigated integrating AR and VR "wearables" into teaching and learning English based on the attention, relevance, confidence, and…
Descriptors: Computer Simulation, Simulated Environment, Assistive Technology, Second Language Learning
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Shi, Aili; Wang, Yamin; Ding, Nan – Interactive Learning Environments, 2022
As an emerging learning platform, game-based immersive virtual reality learning environments (GIVRLEs) have the potential to solve difficult teaching problems. This study designed a GIVRLE by integrating knowledge of quadratic functions into gameplay. Forty seventh graders who had never acquired that knowledge played the game and took pre- and…
Descriptors: Game Based Learning, Computer Simulation, Educational Games, Foreign Countries
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Liu, Chiung-Wen; Ho, Li-An; Chueh, Ting-Yu – Journal of Computer Assisted Learning, 2020
Because the microworld can create a learning environment that allows learners to interact with the real world, the view of the microworld has been widely used in education and training. In this study, the simulated transactional interactive concurrent system (STICS) was used to provide an environment that simulates the stock market trading of the…
Descriptors: Money Management, Instructional Effectiveness, Foreign Countries, Computer Uses in Education
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Akgun, Muhterem; Atici, Bünyamin – Participatory Educational Research, 2022
The objective of this study is to ascertain the effects of immersive virtual reality environments on students' academic achievement utilizing quantitative and qualitative approaches. First, databases of Web of Science, Google Scholar, ERIC, Proquest, YÖK Thesis Center, and ULAKBIM of Turkey were searched, and 31 studies (23 journal papers and 8…
Descriptors: Computer Simulation, Academic Achievement, Meta Analysis, Databases
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Altinpulluk, Hakan – Education and Information Technologies, 2019
This study aims to examine 58 articles, published in 8 educational technology journals under the Social Science Citation Index (SSCI) between 2006 and 2016, containing "augmented reality" in their title and, thereby, to determine the trends of using augmented reality (AR) in education by the content analysis technique. In this period of…
Descriptors: Periodicals, Content Analysis, Citation Analysis, Journal Articles
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Takkaç Tulgar, Aysegül; Yilmaz, Rabia Meryem; Topu, Fatma Burcu – Participatory Educational Research, 2022
The main aim of this research is to display research trends in studies on augmented reality (AR) in teaching English as a foreign language by using bibliometric mapping and content analysis. For this purpose, 64 studies in total published up to 2019 were accessed for bibliometric analysis. In addition, 49 articles published between 2007 and 2019…
Descriptors: Technology Uses in Education, Computer Simulation, Educational Technology, Second Language Instruction
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Sahin, Nurullah; Ozcan, Mehmet Fatih – Contemporary Educational Technology, 2019
The Turkish history has a very rich content in literary context as well as political and administrative achievements. The Turkish language, which dates back to B.C., has become one of the great languages that continues its existence until modern day, leaving priceless reference guide behind. The purpose of this research is to investigate the…
Descriptors: Computer Simulation, Turkish, Teaching Methods, Academic Achievement
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Chen, Ming-Puu; Wang, Li-Chun; Zou, Di; Lin, Shu-Yuan; Xie, Haoran; Tsai, Chin-Chung – Computer Assisted Language Learning, 2022
Augmented reality (AR) deepens learning interactions by imposing digital information on top of physical settings. This study implemented an AR-enhanced theme-based contextualized learning and aimed to examine the effects of captions (non-caption, English caption and Chinese caption) and English proficiency (less proficient and proficient) on…
Descriptors: Visual Aids, Teaching Methods, Instructional Effectiveness, English (Second Language)
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