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Yip, Sai Ho; Saunders, Jeffrey Allen – Cognitive Research: Principles and Implications, 2023
This study investigated whether increased attention to the central or peripheral visual field can reduce motion sickness in virtual reality (VR). A recent study found that increased attention to the periphery during vection was correlated with lower self-reported motion sickness susceptibility, which suggests that peripheral attention might be…
Descriptors: Visual Acuity, Attention, Computer Simulation, Diseases
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Tiansheng Xia; Minyan Tan; Jiayue Guo – Education and Information Technologies, 2024
Attention and emotional states are crucial factors that influence the learning quality of learners engaged in online learning. Nevertheless, controversies exist regarding the effectiveness of enhancing attention and emotions compared to face-to-face learning. Through a comparative analysis of learners' attention and emotional states in…
Descriptors: Computer Simulation, Technology Uses in Education, Educational Technology, Attention
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Kai-Hsin Tai; Jon-Chao Hong – Education and Information Technologies, 2025
Stellar observation, encompassing the study of star formation, stellar properties, and the governing physical laws, presents a readily accessible topic for many learners; however, many stargazing beginners may find it challenging. By applying the supplemental Gollin effect within animated display and the haptic effect of game-like play with a…
Descriptors: Computer Simulation, Astronomy, Self Efficacy, Interests
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Adam Dabrowski; Ayako Yokogawa – Vocabulary Learning and Instruction, 2025
Flow is described as a state in which people become so involved or engrossed in an activity that nothing else seems to matter (Csikszentmihalyi, 2009). This state of consciousness seems to occur when a person is involved in a task and seemingly unable to stop. Flow states are marked by (a) a perceived balance of skills and challenge, (b)…
Descriptors: Computer Simulation, Game Based Learning, Vocabulary, Attention
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Alejandra Ruiz-Segura; Andrew Law; Sion Jennings; Alain Bourgon; Ethan Churchill; Susanne Lajoie – Journal of Computer Assisted Learning, 2024
Background: Flying accuracy is influenced by pilots' affective reactions to task demands. A better understanding of task-related emotions and flying performance is needed to enhance pilot training. Objective: Understand pilot trainees' performance and emotional dynamics (intensity, frequency and variability) based on training phase and difficulty…
Descriptors: Foreign Countries, Flight Training, Aviation Technology, Computer Simulation
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Nathan Caruana; Patrick Nalepka; Glicyr A. Perez; Christine Inkley; Courtney Munro; Hannah Rapaport; Simon Brett; David M. Kaplan; Michael J. Richardson; Elizabeth Pellicano – Autism: The International Journal of Research and Practice, 2024
Autistic people often experience difficulties navigating face-to-face social interactions. Historically, the empirical literature has characterised these difficulties as cognitive 'deficits' in social information processing. However, the empirical basis for such claims is lacking, with most studies failing to capture the complexity of social…
Descriptors: Autism Spectrum Disorders, Attention, Nonverbal Communication, Eye Movements
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Daniela Decker; Martin Merkt – Journal of Computer Assisted Learning, 2024
Background: Virtual reality (VR) offers much potential for learning, but it challenges learners' orientation. Objectives: This paper investigates whether it is possible to use light or movement cues to facilitate orientation in a search task in a desktop-VR environment so that participants can better attend to the learning content presented…
Descriptors: Cues, Educational Technology, Computer Simulation, Light
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Sumardani, Dadan; Lin, Chih-Hung – Education and Information Technologies, 2023
Virtual Reality (VR) has gained popularity in educational fields enabling new learning possibilities. In the implementation process, VR could improve learning by increasing positive affective and cognitive processing, whereas VR also could hurt learning by increasing distraction and leading to poorer learning outcomes. Thus, understanding the…
Descriptors: Computer Simulation, Cognitive Processes, Brain Hemisphere Functions, Reading Processes
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Ling Wu; Shuxin Wang – Education and Information Technologies, 2025
Contemporary technological advancements offer new possibilities for enhancing user creativity. We aimed to explore how technology can boost student creativity to meet the twenty-first century's demand for innovative talent. Based on the 4P model of creativity (person, process, product, and press) and constructivist theory, a virtual reality (VR)…
Descriptors: Computer Simulation, Brain, Biofeedback, Creativity
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Hsiu-Ling Chen; Abebayehu Yohannes; Ning-Li Hung – British Journal of Educational Technology, 2025
The escape room game is an example of digital game-based learning that has become a popular learning tool in recent years. However, not enough is known about enthusiasm for and promising reports of the use of escape rooms in education. The purpose of this study was to investigate the effects of escape room game-based civics education on eighth…
Descriptors: Game Based Learning, Computer Games, Computer Simulation, Video Games
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Yung-Chi Lin – Technology, Pedagogy and Education, 2024
The purpose of this study was to compare two simulated classrooms (virtual vs physical) in terms of how they affect pre-service teachers' perceptions and noticing ability. A total of 57 pre-service elementary school teachers participated in this study (28 in virtual Cartoon Classroom and 29 in physical Bear Classroom). The results were mixed. In…
Descriptors: Virtual Classrooms, Computer Simulation, Preservice Teachers, Elementary School Teachers
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Carolina Alcantar-Nieblas; Leonardo David Glasserman-Morales; Ernesto Armando Pacheco-Velazquez; Sergio Augusto Ramírez Echeverri – Journal of Applied Research in Higher Education, 2025
Purpose: The present study examined the psychometric properties of the EGame-flow scale in a Mexican sample, presenting evidence of construct validity (exploratory factor analysis and confirmatory factor analysis), reliability (Cronbach's alpha and McDonald's omega) and discriminant validity (mean variance extracted). Design/methodology/approach:…
Descriptors: Psychometrics, Test Validity, Test Reliability, Foreign Countries
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Wang, Yen-Yin; Weng, Tz-Han; Tsai, I-Fan; Kao, Jing-Yueh; Chang, Yu-Shan – British Journal of Educational Technology, 2023
The purpose of this study was to explore the effects of virtual reality (VR) application on creative performance and immersion, evaluated through electroencephalography brain wave data to achieve accurate and robust results. In this study, 72 middle school teachers were recruited as participants, and a non-randomized control-group…
Descriptors: Computer Simulation, Brain, Middle School Teachers, Attention
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Grosprêtre, Sidney; Marcel-Millet, Philémon; Eon, Pauline; Wollesen, Bettina – Cognitive Science, 2023
Virtual reality (VR) is the computer simulation of a three-dimensional environment that a person can interact with using special electronic equipment, such as a headset with an integrated display. Often coupled with VR, exergames are video games that involve physical exercise. Little is known regarding the chronic effects of exergaming through VR…
Descriptors: Computer Simulation, Video Games, Exercise, Program Effectiveness
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Karl W. Kosko; Temitope Egbedeyi; Enrico Gandolfi – North American Chapter of the International Group for the Psychology of Mathematics Education, 2023
There is emerging evidence that professional noticing is embodied. Yet, there is still a need to better under embodied noticing at a fundamental level, especially from the preservice teachers. This study used traditional and holographic video, along with eye-tracking technology, to examine how preservice teachers' physical act of looking interacts…
Descriptors: Preservice Teachers, Attention, Eye Movements, Thinking Skills
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