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Abbate, Stefano; Centobelli, Piera; Cerchione, Roberto; Oropallo, Eugenio; Riccio, Emanuela – Knowledge Management & E-Learning, 2023
The term "metaverse" first appeared in Neal Stephenson's 1992 science fiction novel Snow Crash. It was defined as a virtual environment shared through the Internet in which avatars represent people in three dimensions, and users can build what they wish. Since the publication of Stephenson's novel, technological advances have enabled the…
Descriptors: Technology Uses in Education, Computer Simulation, Bibliometrics, Literature Reviews
Nor Farhah Saidin; Noor Dayana Abd Halim; Noraffandy Yahaya; Nurul Nadwa Zulkifli – Knowledge Management & E-Learning, 2024
Augmented Reality (AR) has emerged in our educational paradigm as a new tool to accelerate change in the teaching and learning process. This technology can improve students' visualisation skills, which helps them understand abstract concepts, especially in Chemistry. Furthermore, visualisation skills help improve students' critical thinking. This…
Descriptors: Critical Thinking, Visualization, Simulated Environment, Computer Simulation
Çoban, Murat; Akçay, Nilüfer Okur; Çelik, Ismail – Knowledge Management & E-Learning, 2022
This study aims to investigate the perceptions, expectations, and experiences of information and communication technology (ICT) pre-service teachers regarding the potential of using virtual reality (VR) as a learning and teaching tool in STEM education. The research participants included 44 ICT pre-service teachers. The data were collected through…
Descriptors: STEM Education, Preservice Teachers, Student Attitudes, Computer Simulation
Basel Hammoda – Knowledge Management & E-Learning, 2024
Researchers and educators have been exploring innovative methods in entrepreneurship education to address traditional approach failure at engaging students and developing their skills. Educational technology has shown promising results in early studies. Yet, there is a scarcity of reviews on their effectiveness in developing entrepreneurial…
Descriptors: Educational Technology, Entrepreneurship, Outcomes of Education, Research Reports
Fan Su; Di Zou – Knowledge Management & E-Learning, 2024
Educational games, prevalent in contemporary settings, leverage game-based learning (GBL) to actively engage and enhance learners' knowledge and skill acquisition through captivating in-game learning activities. To assess the effectiveness of GBL, game-based assessment (GBA) has emerged. GBA employs gameplay for learners to attain educational…
Descriptors: Game Based Learning, Student Evaluation, Educational Games, Instructional Effectiveness