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Teemu H. Laine; Woohyun Lee – IEEE Transactions on Learning Technologies, 2024
The metaverse is a network of interoperable and persistent 3-D virtual worlds where users can coexist and interact through mechanisms, such as gamification, nonfungible tokens, and cryptocurrencies. Although the metaverse is a theoretical construct today, many collaborative virtual reality (CVR) applications have emerged as potential components of…
Descriptors: Computer Simulation, Simulated Environment, College Students, Student Attitudes
Keith Francis Ratumbuisang; Uun Hariyanti; Godham Eko Saputro; Yan Amal Abdilah – Education and Information Technologies, 2024
As technology advances, virtual museums have gained popularity as a new form of learning resources. However, persuading audiences to absorb and comprehend a tremendous volume of information in an unregulated online environment is the challenge. Considering the use of an online application in educational practice, collaborative teamwork can be…
Descriptors: Story Telling, College Students, Student Attitudes, Computer Simulation
Ceylan-Dadakoglu, Sevda – Turkish Online Journal of Distance Education, 2022
This article tried to determine the students' opininons related to the use of Second Life (SL) application in higher education art and design education. In this case study conducted with 17 students selected via typical case sampling, the SL virtual platform was used as a research area. Data collection tools were included document analysis,…
Descriptors: Computer Simulation, Student Attitudes, College Students, Art Education
Chen, Hsin-I; Sevilla-Pavón, Ana – Language Learning & Technology, 2023
This study examines how English-as-lingua-franca (ELF) learners employ semiotic resources, including head movements, gestures, facial expression, body posture, and spatial juxtaposition, to negotiate for meaning in an immersive virtual reality (VR) environment. Ten ELF learners participated in a TaiwanSpain VR virtual exchange project and…
Descriptors: Computer Mediated Communication, Computer Simulation, English (Second Language), Second Language Learning
Felix Averbeck; Simon Leifeling; Katja Müller; Thomas Schoenfelder – Electronic Journal of e-Learning, 2024
The use of virtual reality and 360° videos has been little researched so far, especially in social work studies and teaching. The reasons for this are the low prevalence of VR headsets in social work courses and the fundamental technological deficit in social work, which means the lack of clear causal chains within it. Professionals must adapt…
Descriptors: Computer Simulation, Computer Uses in Education, Video Technology, Social Work
Lin, Peng-Chun; Hou, Huei-Tse; Chang, Kuo-En – Interactive Learning Environments, 2022
The development of students' practical operation and their collaborative problem solving (CPS) ability are emphasized in higher education nowadays. Providing students a simulation learning tool and an social networking environment can improve the students' learning in CPS activities. This can be a potential learning environment for the students…
Descriptors: Cooperative Learning, Problem Solving, Educational Environment, Scaffolding (Teaching Technique)
Zhang, Bo; Goodman, Lizbeth; Gu, Xiaoqing – SAGE Open, 2022
This study aims to help international students learn the language and cultural knowledge of their future study destination by collaborating with local students through coplaying games in online virtual rooms. Therefore, this study explores whether the 3D interactive game with specific contexts on a virtual platform can support intercultural…
Descriptors: Computer Games, Computer Simulation, Foreign Students, Second Language Learning
Syynimaa, Kirsi; Lainema, Kirsi; Lainema, Timo – International Association for Development of the Information Society, 2022
Game-based learning (GBL) environments are shown to support open-ended inquiry, collaborative learning, shared knowledge creation and decision-making processes. The study at hand focuses on examining students' descriptions of problematic situations and collaborative learning in a virtual simulation game. We were interested in what kinds of…
Descriptors: Teamwork, Cooperative Learning, Game Based Learning, Electronic Learning
Federico De Lorenzis; Alessandro Visconti; Simone Restivo; Francesca Mazzini; Serena Esposito; Silvia Fraterrigo Garofalo; Luca Marmo; Debora Fino; Fabrizio Lamberti – Smart Learning Environments, 2024
The use of Virtual Reality (VR) in education is getting more and more common, especially when hands-on learning experiences have to be delivered. With VR it becomes possible, e.g., to simulate dangerous or costly procedures that could hardly be implemented in real settings. However, engaging large classes in immersive laboratory activities may be…
Descriptors: Computer Simulation, Cooperative Learning, Chemistry, Science Education
Mou, Tsai-Yun – Educational Studies, 2021
This study investigated college students' self-regulation in the context of a 3D design team project. By conducting a pre-survey, post-survey and focus group interviews, the study examined students' expectations, conceptions and reality of self-regulation in the team project. The results showed that students' self-regulation directly reflected in…
Descriptors: Expectation, Student Attitudes, Self Control, Design
Oscar Yecid Aparicio-Gómez; Olga Lucia Ostos-Ortiz; Constanza Abadía-García – Journal of Technology and Science Education, 2024
In today's educational environment, the convergence of emerging technologies and active methodologies has become a fundamental driver of change in university education. Emerging technologies, such as artificial intelligence, virtual reality, machine learning, and data analytics, are redefining the dynamics of higher education. Active…
Descriptors: Technological Advancement, Technology Uses in Education, Higher Education, Problem Based Learning
Aqlan, Faisal; Zhao, Richard – IEEE Transactions on Education, 2022
Contribution: This article discusses the use of manufacturing simulation games to study collaborative problem-solving skills in engineering students. The simulation represents the mass production paradigm in which large quantities of identical products are produced. Empirical data is collected from the simulation to evaluate the skills engineering…
Descriptors: Manufacturing, Computer Simulation, Teaching Methods, Problem Solving
Gu, Chao; Chen, Jiangjie; Yang, Chun; Wei, Wei; Jiang, Qianling; Jiang, Liao; Wu, Qiuhong; Lin, Shu-Yuan; Yang, Yunshuo – Journal of Intelligence, 2022
In this paper, we discuss the teaching effects of augmented reality (AR) technology in German instruction. We conducted one prestudy and three formal studies on German learners in China's mainland and Taiwan region. In the formal studies, a total of 120 students participated in the survey, allowing us to compare the differences in interest in…
Descriptors: Foreign Countries, German, Second Language Instruction, Computer Simulation
Bonner, Euan; Lege, Ryan; Frazier, Erin – CALICO Journal, 2023
Virtual reality (VR) has been found to be effective for increasing student motivation and engagement (Parong & Mayer, 2018), experiential learning (Hu-Au & Lee, 2018), and even improving spatial memory (Pollard et al., 2020). However, few studies have moved beyond the novelty of single-lesson VR experiences, nor have they used VR as the…
Descriptors: Content and Language Integrated Learning, Computer Simulation, Teaching Methods, Second Language Instruction
Elford, Daniel; Lancaster, Simon J.; Jones, Garth A. – Journal of Chemical Education, 2021
An educational escape activity was developed, embedding elements of both augmented and immersive virtual reality technologies, in an active learning environment. The mental visualization of abstract concepts can be difficult for students, inhibiting their ability to reason cogently regarding important topics of stereochemistry. Consequently, an…
Descriptors: Chemistry, Learning Activities, Problem Solving, Computer Simulation