Publication Date
In 2025 | 3 |
Since 2024 | 14 |
Since 2021 (last 5 years) | 35 |
Since 2016 (last 10 years) | 64 |
Since 2006 (last 20 years) | 89 |
Descriptor
College Students | 89 |
Video Technology | 89 |
Computer Simulation | 67 |
Foreign Countries | 52 |
Teaching Methods | 36 |
Student Attitudes | 34 |
Educational Technology | 33 |
Technology Uses in Education | 30 |
Instructional Effectiveness | 26 |
Simulation | 24 |
Electronic Learning | 19 |
More ▼ |
Source
Author
Publication Type
Education Level
Audience
Teachers | 1 |
Location
China | 7 |
Australia | 6 |
Turkey | 5 |
Brazil | 4 |
Indonesia | 4 |
Taiwan | 4 |
Germany | 3 |
Japan | 3 |
Malaysia | 3 |
Netherlands | 3 |
Thailand | 3 |
More ▼ |
Laws, Policies, & Programs
Americans with Disabilities… | 1 |
Assessments and Surveys
What Works Clearinghouse Rating
Rustam Shadiev; Xuan Chen; Wayan Sintawati; Fahriye Altinay; Yan Li; Nurassyl Kerimbayev; Ahmed Tlili – Educational Technology & Society, 2025
Students are unable to view each other's VR content created with 360-degree video technology using head-mounted displays and discuss it in real-time. This limitation may confine the application of 360degree video technology in the field of intercultural learning to merely passive observation of cultural content on individual devices, thereby…
Descriptors: Video Technology, Technology Uses in Education, Computer Simulation, Cultural Awareness
Ning, Xiaoke – International Journal of Web-Based Learning and Teaching Technologies, 2023
With the vigorous development of intelligent campus construction, great changes have taken place in the development of information technology in colleges and universities from the previous digital to intelligent development. In the teaching process, the analysis of students' classroom learning has also changed from the previous manual observation…
Descriptors: College Students, Algorithms, Student Behavior, Artificial Intelligence
Hanni Muukkonen; Anu Kajamaa – Journal of the Learning Sciences, 2024
Background: Higher education is expected to prepare students with interdisciplinary learning (IDL), which is important for their educational and working life opportunities. The cocreation of knowledge in interdisciplinary teams offers multiple opportunities for the emergence of collective knowledge objects (KOs) and knowledge practices (KPs).…
Descriptors: Epistemology, Interdisciplinary Approach, Simulation, Higher Education
Broadfoot, Courtney K.; Estis, Julie M. – Teaching and Learning in Communication Sciences & Disorders, 2020
Advancements in medical technology have contributed to increased rates of preterm birth. Prematurity places infants at high risk for feeding difficulties, however. Early identification and assessment of preterm infant dysphagia is critical to maximize nutrition and hydration, feeding safety, and growth and development. The purpose of this study…
Descriptors: Premature Infants, At Risk Persons, Nutrition, Physical Disabilities
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
Gede Saindra Santyadiputra; Purnomo; Waras Kamdi; Syaad Patmanthara; Didik Nurhadi – Cogent Education, 2024
Along with increasing the complexity of learning objectives, the traditional Virtual Learning Environments (VLEs) are insufficient in improving students' learning achievement. Advanced VLEs can be created to overcome this challenge by combining traditional VLEs with Virtual Lab Network Simulation (Vilanets) learning media. This research, conducted…
Descriptors: Electronic Learning, Student Improvement, College Students, Academic Achievement
Sabina Nowak; Regina Kaplan-Rakowski – International Journal on E-Learning, 2024
This study investigates subjective vitality (SV) within the context of high-immersion virtual reality (VR) and video-based language learning. Within the framework of a blended learning curriculum, English as a Foreign Language (EFL) students (N = 111) participated in a relaxing language learning activity delivered via VR or video. This study…
Descriptors: Relaxation Training, Computer Simulation, Video Technology, Learning Activities
Jason K. McDonald; Jonathan Balzotti; Melissa Franklin; Jessica Haws; Jamin Rowan – International Journal of Designs for Learning, 2023
In this design case, we report our design and playtest of a form of alternative reality, educational simulation that we call a playable case study (PCS). One of the features that make our simulations unique is how they are designed to implement a principle called This Is Not a Game, or TINAG, meaning that the affordances we design into the…
Descriptors: Computer Simulation, Program Design, Program Development, Barriers
Joie N. Marhefka; Shirley Campbell; Amy Kuntz; Laura E. Cruz – Biomedical Engineering Education, 2024
In an effort to better engage biomedical engineering technology (BMET) students with material covered in lectures and to connect them with their future careers, we created interactive 360° videos in typical BMET workplaces. Students watched the videos using virtual reality (VR) headsets and reflected on the experience. Students commented that the…
Descriptors: Biomedicine, Engineering Education, Technology, College Students
Xiaofei Li; Yu-Ju Lan; Zhongling Pi; Grace Yue Qi; Scott Grant; Jinmei Sun – British Journal of Educational Technology, 2025
English academic presentation (EAP) is an indispensable skill set of academic communication for university students. With the rapid development of desktop virtual reality (DVR), its application in language learning is worth exploring. The present study aimed to examine whether there is an improvement and difference in students' EAP by learning…
Descriptors: Video Technology, Behavior Patterns, English for Academic Purposes, Second Language Learning
Mugur V. Geana; Dan Cernusca; Pan Liu – Journal of Computer Assisted Learning, 2024
Background: Education is, after gaming, the second largest sector embracing augmented reality (AR) at an accelerated pace, yet studies on AR's potential as an efficient learning environment had mixed results. Objectives: This study's primary objective is to test students' interaction with graphical 3D elements in AR and its impact on information…
Descriptors: Learner Engagement, Computer Simulation, Technology Uses in Education, Information Dissemination
Alamäki, Ari V.; Dirin, Amir; Suomala, Jyrki; Rhee, Cheul – Journal of Information Technology Education: Research, 2021
Aim/Purpose: This case study examines students' affective responses to and relationships with two-dimensional (2D) and 360° videos that were experienced with or without low-cost virtual reality (VR) headsets. Background: The prior research on low-cost VR technology is scant. Schools and universities are not financially able to purchase tens or…
Descriptors: Student Experience, Computer Simulation, Video Technology, Educational Technology
Ma, Zexin – Journal of American College Health, 2022
Objective: College students are at risk of drinking and driving. The current study examines the use of immersive stories to prevent college students from drinking and driving. Participants: 107 college students participated in the study. Methods: Participants were randomly assigned to watch an immersive 360° video, which featured a story of a…
Descriptors: College Students, At Risk Persons, Drinking, Motor Vehicles
Isaac Wiafe; Akon Obu Ekpezu; Gifty Oforiwaa Gyamera; Fiifi Baffoe Payin Winful; Elikem Doe Atsakpo; Charles Nutropkor; Stephen Gulliver – Education and Information Technologies, 2025
The COVID-19 pandemic has propelled the use of technology in education through platforms such as YouTube and immersive technologies (e.g., virtual reality (VR) and augmented reality (AR)). Despite their potential to improve equity, access, engagement, and cognitive achievement, studies comparing their impacts on learning outcomes are scarce. This…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Simulated Environment
Thiago Costa Caetano; Camila Cardoso Moreira; Mikael Frank Rezende Junior – IEEE Transactions on Education, 2024
Contribution: This work seeks to ascertain the validity of a remote-controlled experiment of the Physics Remote Lab in the educational context, specifically among students from engineering courses. Background: In 2012, it has been started the development of the Physics Remote Lab at the Federal University of Itajubá, Brazil, a laboratory with a…
Descriptors: Engineering Education, Laboratory Experiments, Foreign Countries, Computer Uses in Education