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Chengliang Wang; Xiaojiao Chen; Yifei Li; Pengju Wang; Haoming Wang; Yuanyuan Li – Journal of Educational Computing Research, 2025
This study explored the impact of MetaClassroom, a virtual immersive programming learning environment designed based on the three-dimensional learning progression (3DLP) concept, on students' multidimensional development. Utilizing a quasi-experimental research design, this study compared students' programming learning achievements (PLA),…
Descriptors: Programming, Computer Science Education, Metacognition, Computer Simulation
Ebadi, Saman; Ebadijalal, Marjan – Computer Assisted Language Learning, 2022
This study reports the results of a mixed-methods investigation on the impact of a virtual reality (VR) tool on Iranian EFL learners' willingness to communicate (WTC) and oral proficiency. Twenty upper-intermediate EFL learners were divided into experimental and control groups role-playing as museum guides with and without Google Expeditions VR…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Foreign Countries
Hamada, Mohamed; Hassan, Mohammed – EURASIA Journal of Mathematics, Science & Technology Education, 2017
Interactive learning tools are emerging as effective educational materials in the area of computer science and engineering. It is a research domain that is rapidly expanding because of its positive impacts on motivating and improving students' performance during the learning process. This paper introduces an interactive learning environment for…
Descriptors: Educational Environment, Information Technology, Interaction, Computer Oriented Programs
Webster, Rustin – Interactive Learning Environments, 2016
The author investigated the interaction effect of immersive virtual reality (VR) in the classroom. The objective of the project was to develop and provide a low-cost, scalable, and portable VR system containing purposely designed and developed immersive virtual learning environments for the US Army. The purpose of the mixed design experiment was…
Descriptors: Virtual Classrooms, Knowledge Level, Comparative Analysis, Lecture Method
Magruder, Lewis – Journal on Excellence in College Teaching, 2016
Learning how to transform an empty space into one alive with dramatic possibilities is one of the challenges facing students in several disciplines--for example, graphic design, filmmaking, gaming, architecture, interior design, visual arts, and designing and directing for the theatre. The author, a professor of directing for the theatre,…
Descriptors: Virtual Classrooms, Computer Simulation, Theater Arts, Theaters
Huynh, Trongnghia; Hou, Gene; Wang, Jin – American Journal of Engineering Education, 2016
We have conducted an education project to communicate the wave energy concept to high school students. A virtual reality system that combines both hardware and software is developed in this project to simulate the buoy-wave interaction. This first-of-its-kind wave energy unit is portable and physics-based, allowing students to conduct a number of…
Descriptors: Active Learning, Physics, Scientific Concepts, Science Careers
Barbalios, N.; Ioannidou, I.; Tzionas, P.; Paraskeuopoulos, S. – Computers & Education, 2013
This paper introduces a realistic 3D model supported virtual environment for environmental education, that highlights the importance of water resource sharing by focusing on the tragedy of the commons dilemma. The proposed virtual environment entails simulations that are controlled by a multi-agent simulation model of a real ecosystem consisting…
Descriptors: Virtual Classrooms, Ecology, Environmental Education, Natural Resources
Vrellis, Ioannis; Avouris, Nikolaos; Mikropoulos, Tassos A. – Australasian Journal of Educational Technology, 2016
Although problem-based learning (PBL) has many advantages, it often fails to connect to the real world outside the classroom. The integration with the laboratory setting and the use of information and communication technologies (ICTs) have been proposed to address this deficiency. Multi-user virtual environments (MUVEs) like Second Life (SL) are…
Descriptors: Science Activities, Outcomes of Education, Satisfaction, Problem Based Learning
Liu, Allison S.; Schunn, Christian D.; Flot, Jesse; Shoop, Robin – Computer Science Education, 2013
Computer science proficiency continues to grow in importance, while the number of students entering computer science-related fields declines. Many rich programming environments have been created to motivate student interest and expertise in computer science. In the current study, we investigated whether a recently created environment, Robot…
Descriptors: Computer Science Education, Programming, Robotics, Teaching Methods
Abal, Abdulaziz – ProQuest LLC, 2013
The population of English Language Learners (ELLs) globally has been increasing substantially every year. In the United States alone, adult ELLs are the fastest growing portion of learners in adult education programs (Yang, 2005). There is a significant need to improve the teaching of English to ELLs in the United States and other English-speaking…
Descriptors: English (Second Language), Adult Education, Virtual Classrooms, Computer Simulation
Consorti, Fabrizio; Mancuso, Rosaria; Nocioni, Martina; Piccolo, Annalisa – Computers & Education, 2012
A meta-analysis was performed to assess the Effect Size (ES) from randomized studies comparing the effect of educational interventions in which Virtual patients (VPs) were used either as an alternative method or additive to usual curriculum versus interventions based on more traditional methods. Meta-analysis was designed, conducted and reported…
Descriptors: Medical Education, Active Learning, Patients, Communication Skills
Kozhevnikov, Michael; Gurlitt, Johannes; Kozhevnikov, Maria – Journal of Science Education and Technology, 2013
The focus of the current study is to understand which unique features of an immersive virtual reality environment have the potential to improve learning relative motion concepts. Thirty-seven undergraduate students learned relative motion concepts using computer simulation either in immersive virtual environment (IVE) or non-immersive desktop…
Descriptors: Motion, Scientific Concepts, Concept Teaching, Virtual Classrooms
Carnahan, Christopher D. – ProQuest LLC, 2012
Online learning has seen an explosive growth at the K-12 level, however little research has used an experimental design approach to specifically examine the outcomes of delivery methods. This study examines what effect learning in an immersive learning environment (virtual world) has on student achievement and satisfaction with the lesson. To…
Descriptors: Online Courses, Educational Technology, Teaching Methods, Delivery Systems
Hassell, Martin D.; Goyal, Sandeep; Limayem, Moez; Boughzala, Imed – Administrative Issues Journal: Education, Practice, and Research, 2012
The level of satisfaction and effectiveness of 3D virtual learning environments were examined. Additionally, 3D virtual learning environments were compared with face-to-face learning environments. Students that experienced higher levels of flow and presence also experienced more satisfaction but not necessarily more effectiveness with 3D virtual…
Descriptors: Electronic Learning, Virtual Classrooms, Conventional Instruction, Comparative Analysis
Mamo, M.; Namuth-Covert, D.; Guru, A.; Nugent, G.; Phillips, L.; Sandall, L.; Kettler, T.; McCallister, D. – Journal of Natural Resources and Life Sciences Education, 2011
Web 2.0 technology is expanding rapidly from social and gaming uses into the educational applications. Specifically, the multi-user virtual environment (MUVE), such as SecondLife, allows educators to fill the gap of first-hand experience by creating simulated realistic evolving problems/games. In a pilot study, a team of educators at the…
Descriptors: Video Games, Student Surveys, Soil Science, Educational Technology
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