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Showing 1 to 15 of 91 results Save | Export
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Gurjinder Singh; Faizan Ahmad – Smart Learning Environments, 2024
Augmented reality (AR) stands as a widely embraced technology that significantly enhances learning experiences for students. AR offers an instructional approach supported by technological design, thereby fostering enriched learning interactions. This research proposes an interactive AR framework, intended to create an augmented reality learning…
Descriptors: Electronics, Engineering Education, College Students, Computer Simulation
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Wright, Paul N.; Whitworth, Malcolm; Tibaldi, Alessandro; Bonali, Fabio; Nomikou, Paraskevi; Antoniou, Vavara; Vitello, Fabio; Becciani, Ugo; Krokos, Mel; Van Wyk de Vries, Benjamin – Journal of Geography in Higher Education, 2023
At a time when traditional fieldwork is coming under pressure, be it from shrinking budgets, reducing carbon footprints, increased concerns for personal safety or the desire to make field skills accessible to all, how do we ensure that the key skills of observation, data collection and landscape analysis can still be developed in our students?…
Descriptors: Student Attitudes, Computer Simulation, Hazardous Materials, Field Experience Programs
O'Leary, Patrick J. – ProQuest LLC, 2022
The demand for technology integration has presented teachers with new pedagogical choices for designing engaging learning experiences for students. These technology choices are becoming abundant and varied, confronting teachers and administrators with determining how effective these methods are for teaching. This research was focused on one of…
Descriptors: Technology Integration, Computer Simulation, Environmental Education, Field Experience Programs
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Xiaoxia Huang; Qin Zhao; Yang Liu; Desmond Harris; Melissa Shawler – Journal of Educational Technology Systems, 2024
In an immersive virtual reality (IVR) environment, this study investigated: (1) the role of learner characteristics in various learning and psychological outcomes, including knowledge retention, perceived learning, cognitive load, self-efficacy, enjoyment, presence, and usefulness; and (2) the relationship among these intended outcomes. Forty…
Descriptors: College Students, Adults, Computer Simulation, Forestry
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Trinh Le Tan; Hoai Thu Thi Nguyen; Nguyen Chau Ngoc Khanh; Thanh Hien Thi Le; Uyen Truong Hoang Vo – Journal of Information Technology Education: Research, 2024
Aim/Purpose: The study aims to analyze the elements/factors that impact students' augmented reality/virtual reality (AR/VR) adoption through their behavior in Vietnamese higher education. In particular, the research demonstrates the influences of and relationships between multiple goals, learner experience, and barriers to adopting AR/VR.…
Descriptors: Computer Simulation, Technology Uses in Education, Student Behavior, Learning Experience
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Simone Porcu; Alessandro Floris; Luigi Atzori – IEEE Transactions on Learning Technologies, 2025
In this article, we preliminarily discuss the limitations of current video conferencing platforms in online synchronous learning. Research has shown that while the involved technologies are appropriate for collaborative video calls, they often fail to replicate the rich nature of face-to-face interactions among students and between students and…
Descriptors: Computer Simulation, Electronic Learning, Synchronous Communication, Videoconferencing
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Kendall, Chadwin T.; Yates, R. Rhett C. – Journal of Instructional Pedagogies, 2023
Advanced regional jet simulators, specifically the Bombardier and Embraer series, have grown in popularity within the collegiate aviation world over the last two decades. Curricular and program applications for these simulators made way for improvements to advanced systems and crew resource management (CRM) courses, academic research, and student…
Descriptors: Curriculum Development, Curriculum Implementation, Capstone Experiences, Aviation Education
Dianna Lynn Robison – ProQuest LLC, 2023
The purpose of this quantitative comparative study was to examine differences in college-level math students' self-efficacy attributable to recent use of virtual reality (VR) learning environments and processes. The theoretical foundation for this study included connectivism, multi-dimensionalism and social cognitive theory, and self-efficacy…
Descriptors: College Students, Mathematics Instruction, Self Efficacy, Computer Simulation
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Neil Francis Peirson – Research in Post-Compulsory Education, 2025
Virtual laboratories (VL) can provide students with learning experiences simulating practical experiments in a traditional laboratory. Evidence is presented that students believe in the truth of results from the VL as well as those from the traditional laboratory. The underlying reasons for these beliefs are explored, through Russell's description…
Descriptors: Computer Simulation, Science Laboratories, Student Attitudes, College Students
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Feyzi Kaysi – International Journal of Technology in Education and Science, 2025
Due to the frequent utilization of technological applications in contemporary times, the quality of educational processes is rapidly evolving. This study examines students' experiences through simulation software applications. A mixed-method design is employed due to the combined use of qualitative and quantitative data collection methods.…
Descriptors: Computer Simulation, Computer Software, Learning Processes, Technology Uses in Education
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Jiawei Wang; Nur Azlina Mohamed Mokmin; Shaorong Ji – Interactive Learning Environments, 2024
Since the turn of the millennium, virtual reality (VR) has become a popular global research topic. Educators are eager to employ VR for interactive learning, potentially enhancing student engagement and efficiency. Researchers have conducted numerous trials, with students across disciplines achieving notable results, affirming VR's effectiveness,…
Descriptors: College Students, Art Education, Learning Experience, Computer Simulation
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Alaa Omar Kordi; Amna Gagroum; Maatouk Khoukhi; Khaled Galal Ahmed – World Journal of Education, 2024
Recent advancements in technology have revolutionized various fields, including architecture education. However, studies exploring immersive realities in architectural design studios remain limited. This research addresses this gap by conducting a pilot study at the Architectural Engineering Intermediate Design Studio, which thoroughly explores…
Descriptors: Computer Simulation, Architectural Education, Design, College Students
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Jessica M. Parks; Sheri Worthy – Journal of Family and Consumer Sciences, 2023
Family and consumer sciences (FCS) is an interdisciplinary field in which professionals, regardless of their specialty area, will most likely need to interact with individuals and families in poverty. Several tools are available to help instructors teach college students about poverty. The Community Action Poverty Simulation (CAPS) has been widely…
Descriptors: Computer Simulation, Family and Consumer Sciences, Poverty, College Students
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Gregory M. Francom; Melissa Luckett; Stephanie M. Spearman – TechTrends: Linking Research and Practice to Improve Learning, 2024
Multi-user virtual environments (MUVEs) have great potential for supporting learning experiences with a high social and teaching presence. One particular MUVE of note is Mozilla Hubs, a system of open-source virtual worlds that allow users to join sessions and interact as avatars. To date, prior studies have not examined teaching and social…
Descriptors: Educational Technology, Computer Simulation, Interpersonal Relationship, In Person Learning
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Ramadhana A. B., Rakha; Chen, Hsiu-Ling – Education and Information Technologies, 2023
This article discusses the effect of using a commercial off-the-shelf immersive virtual reality game on engineering students' reaction time, hand-eye coordination, and spatial skills. Fifteen (15) college engineering students in Northern Taiwan were conveniently recruited in a single group. Participants were tasked to play the game for 30 min…
Descriptors: College Students, Foreign Countries, Engineering Education, Computer Simulation
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