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Rahmat Rizal; Irwan Muhammad Ridwan; Herni Yuniarti Suhendi; Ifa Rifatul Mahmudah – Journal of Teaching and Learning, 2025
Virtual Reality (VR) technology in learning activities assists in visualizing abstract phenomena of physics concepts. This technology supports the delivery of effective and meaningful learning experiences. The main objectives of this study, therefore, are to analyze the level of students' readiness to use VR technology in higher education, and to…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Physics
GeoGebra Augmented Reality: An Innovation in Improving Students' Mathematical Problem-Solving Skills
Meria Ultra Gusteti; Widdya Rahmalina; Suci Wulandari; Khairul Azmi; Asrina Mulyati; Rahmatul Hayati; Rana Gustina; Vifit Nor Cahyati – International Journal of Education in Mathematics, Science and Technology, 2025
This study aims to test the effectiveness of GeoGebra Augmented Reality in improving students' mathematical problem-solving skills. The method used is a quasi-experiment with a posttest-only control group design. The research population is students of the Mathematics Education Study Program at a private university in Indonesia, with a sample of 32…
Descriptors: Computer Software, Computer Simulation, Mathematics Instruction, Problem Solving
Rosidah; M. Miftach Fakhri; Muhammad Ammar Naufal; Muhammad Takwin Machmud; Della Fadhilatunisa; Fitria Arifiyanti; Soeharto Soeharto – Education and Information Technologies, 2025
Despite the increasing use of digital tools in education, limited research has explored their combined impact on both cognitive and affective learning outcomes in mathematics. This study aims to address this gap by investigating the effect of integrating GeoGebra technology through Augmented Reality (AR) and microgames on students' motivation,…
Descriptors: Mathematics Instruction, Technology Uses in Education, Computer Software, Computer Simulation
Irwanto Irwanto; Tiranika Lintangnicita; Ucu Cahyana; Jeongho Cha – Discover Education, 2025
This study investigated the effect of immersive virtual reality (VR) on 11th-grade students' creative thinking disposition (CTD) and academic achievement in chemistry. A quasi-experimental pretest-posttest non-equivalent control group design was employed, involving 86 students (36 males and 50 females) aged 16-18 years from a public senior high…
Descriptors: Computer Simulation, Grade 11, High School Students, Creative Thinking
How to Motivate Students Using Augmented Reality in the Mathematics Classroom? An Experimental Study
Wanda Nugroho Yanuarto; Elfis Suanto; Ira Hapsari; Aulia Nisa Khusnia – Mathematics Teaching Research Journal, 2024
An Augmented Reality (AR) approach to creating a maths education app is the focus of this research. To turn the 2D floor plan into 3D objects, students will use their mobile devices to scan the cards. Students can have a better understanding of the 3D shape from various angles by interacting with virtual 3D items. Students can gain a deeper…
Descriptors: Computer Simulation, Physical Environment, Simulated Environment, Foreign Countries
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
Wahid Yunianto; Adi Nur Cahyono; Theodosia Prodromou; Shereen El-Bedewy; Zsolt Lavicza – Science Activities: Projects and Curriculum Ideas in STEM Classrooms, 2025
Creativity and problem-solving are 21st-century skills that we need to develop in our students. Research on computational thinking (CT) integration in school subjects and STEAM activities has shown a positive effect on students' problem-solving skills and creativity. Our study extends our previous work from the integration of CT in a mathematics…
Descriptors: Computation, Thinking Skills, STEM Education, Creativity
Huang, Yueh-Min; Silitonga, Lusia M.; Murti, Astrid T.; Wu, Ting-Ting – Journal of Educational Computing Research, 2023
Higher-order thinking skills (HOTS) are reliable predictors of success in school and the workplace. A typical technique for encouraging higher-order thinking is to use instructional design interventions that engage learners in simple cognitive activities. Business simulation game (BSG) is one of the types of interactive learning environments that…
Descriptors: Learner Engagement, Undergraduate Students, Business Administration Education, Educational Games
Sulisetijono, S.; Sunarmi, S.; Rochmah, Azizah Nur – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2023
The electronic-module (e-module) is one of the teaching materials needed so that the learning process can take place optimally. E-module owned by UM biology students generally do not use the latest technology. Augmented Reality (AR) is a form of technology where there is a process of integrating the virtual world with the real world. Not a few…
Descriptors: Biology, Scientific Literacy, Research and Development, Science Instruction
I Gusti Putu Asto Buditjahjanto; Juki Irfansyah – Journal of Technology and Science Education, 2023
The use of computer applications as learning media has been widely used in the learning process. One such computer application is Augmented Reality. Augmented Reality has advantages in ease of use, media appeal, and mobility because it can be used on cell phones and tablets. Creative thinking is a skill that students need in solving problems in a…
Descriptors: Computer Simulation, Creative Thinking, Program Effectiveness, Academic Achievement
Maisarah; Cyndi Prasetya; Lailissa’adah; Farah Nazwa; Imelja Nurul Ain – Elementary School Forum (Mimbar Sekolah Dasar), 2024
The science process skills of elementary school students in Langsa city are still relatively low, despite these skills being a crucial element in science education based on the Merdeka curriculum. Additionally, teachers have reported several challenges, including the presence of abstract science material, textbooks that use two-dimensional…
Descriptors: Foreign Countries, Science Process Skills, Computer Simulation, Elementary School Students
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
Abdul Bashith; Saiful Amin; Muhammad Aliman; Muchammad Akbar Kurniawan; Hasse Jubba; Linda Maulidiah – Educational Process: International Journal, 2025
Background/purpose: Empirical data consistently demonstrate that social sciences education suffers from suboptimal learning outcomes, primarily due to overcrowded curricula and students' struggle to connect abstract theoretical concepts with real-world applications. Therefore, learning that implements technology to assist students in comprehending…
Descriptors: Laboratories, Social Sciences, Computer Simulation, Technology Uses in Education
Nurtanto, Muhammad; Sofyan, Herminarto; Pardjono, Pardjono – Online Submission, 2020
ICT is an important part of the development of secondary education in many countries and becomes a debate subject for its impact on behavior, culture, and society. The addition of new technologies in learning process, especially Vocational Education (VE) can attract attention and even increase the learning speed. However, attentions must be placed…
Descriptors: Electronic Learning, Information Technology, Computer Assisted Design, Computer Simulation
Mukarramah Mustari; Hartono; Sunyoto Eko Nugroho; Sugianto – Journal of Educators Online, 2025
This paper explores the development and evaluation of a MOOCs-based virtual physics measurement laboratory module designed to overcome common barriers in physics education, such as limited physical lab access, high costs, and safety concerns. Utilizing the Borg and Gall Research and Development model, this module integrates structured layouts,…
Descriptors: Physics, MOOCs, Science Education, Computer Simulation

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