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Sabra E. Brock; Ayushi Tandon; Yogini E. Joglekar; Pia Behmuaras – Journal of Workplace Learning, 2024
Purpose: This study aims to investigate and propose guidelines to enhance the accessibility of virtual reality (VR) interfaces for all users within professional learning environments. Motivated by a lack of comprehensive accessibility guidelines for VR learning, the study delves into a case study of Edstutia's VR campus.…
Descriptors: Computer Simulation, Employees, Disabilities, Professional Development
Sufiana Safiena; Yang Miang Goh – Education and Information Technologies, 2024
Traditional teaching methods like lectures can hinder the integration of theoretical knowledge and practical skills in higher education. To address this challenge, digital simulation games (DSGs) offer promising solutions through immersive and interactive learning experiences. Research shows that DSGs can motivate learners, enhance subject…
Descriptors: Authentic Learning, Undergraduate Study, Case Studies, Computer Games
Kenedi Binowo; Aynun Nissa Setiawan; Rifanti Putri Tallisha; Shafira Azzahra; Yolanda Emanuella Sutanto; Achmad Nizar Hidayanto; Bahbibi Rahmatullah – Electronic Journal of e-Learning, 2024
Social distancing policies during the COVID-19 period have opened a space for interventions in the use of digital technology that was previously rejected by the public. Currently, most of the community activities have been carried out online, including those related to education, such as hosting virtual exhibitions with an educational purpose.…
Descriptors: COVID-19, Pandemics, Distance Education, Intervention
Sirakaya, Mustafa; Sirakaya, Didem Alsancak – Participatory Educational Research, 2022
This study aimed to identify the reasons why teachers are interested in augmented reality (AR) technology. AR is a technology that allows simultaneous enrichment of real-world images with virtual objects. AR is used at all levels of education from preschool to graduate school. The teachers who liked the Facebook page were sent the online survey…
Descriptors: Case Studies, Computer Simulation, Technology Uses in Education, Instructional Effectiveness
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
Zhang, Kang; Shao, Zhijing; Lu, Yun; Yu, Ying; Sun, Wei; Wang, Zeyu – IEEE Transactions on Learning Technologies, 2023
As metaverse becomes one of the most popular buzzwords in technology, there is still a lack of support to integrate true metaverse learning experiences in massive open online courses (MOOCs). This article introduces a new framework of massive open metaverse courses (MOMCs) and its major enabling technologies, which add immersive and 3-D learning…
Descriptors: MOOCs, Learning Experience, Guidelines, Educational Technology
Mario Lepore; Federica Mennuni – International Journal for Technology in Mathematics Education, 2023
In this research, we investigated whether the use of GeoGebra Augmented Reality (AR) can foster students in conceptualising a mathematical object by manipulating its different semiotic representations. We designed and implemented, with thirty university mathematics students, a teaching sequence on paraboloids using GeoGebra AR supported by…
Descriptors: Computer Simulation, Computer Software, Mathematical Concepts, College Mathematics
Frederik Dilling; Rebecca Schneider; Hans-Georg Weigand; Ingo Witzke – ZDM: Mathematics Education, 2024
This article presents an extension of the well-known TPACK model to describe the professional digital competencies of mathematics teachers. The extension leads to what we want to call MPC-model (Media-Pedagogy-Content) in the following. It additionally includes (1) the consideration of competencies instead of knowledge for a holistic description,…
Descriptors: Technological Literacy, Pedagogical Content Knowledge, Digital Literacy, Models
Fugui Duan – International Journal of Information and Communication Technology Education, 2024
With the rapid development of information technology, multimedia technology has gradually penetrated various fields, including physical education in colleges and universities. Traditional physical education teaching methods lack interaction, and it is difficult to ensure the durability and depth of the effect of teaching. In college physical…
Descriptors: Physical Education, Multimedia Materials, Technology Uses in Education, Teaching Methods
Federico De Lorenzis; Alessandro Visconti; Simone Restivo; Francesca Mazzini; Serena Esposito; Silvia Fraterrigo Garofalo; Luca Marmo; Debora Fino; Fabrizio Lamberti – Smart Learning Environments, 2024
The use of Virtual Reality (VR) in education is getting more and more common, especially when hands-on learning experiences have to be delivered. With VR it becomes possible, e.g., to simulate dangerous or costly procedures that could hardly be implemented in real settings. However, engaging large classes in immersive laboratory activities may be…
Descriptors: Computer Simulation, Cooperative Learning, Chemistry, Science Education
Samantha Jo Peterson – ProQuest LLC, 2023
Professionalism is a required curricular component in accredited medical laboratory science (MLS) programs in the United States and is a critical element for career success and optimal patient care. A standardized definition of professionalism in MLS, however, has yet to be established. This poses a challenge to MLS programs when pertaining to…
Descriptors: Science Instruction, Professionalism, Undergraduate Students, Medical Education
Ersin Dincelli; Alper Yayla – Journal of Information Systems Education, 2024
The availability of powerful head-mounted displays (HMDs) has made virtual reality (VR) a mainstream technology and spearheaded the idea of immersive virtual experiences within the Metaverse -- a shared and persistent virtual world. Companies are eagerly investing in various VR products and services, aiming to be early adopters and create new…
Descriptors: Information Security, Computer Security, Computer Science Education, Computer Simulation
Olic Ninkovic, Stanislava; Adamov, Jasna – International Baltic Symposium on Science and Technology Education, 2023
3D holograms are an effective tool for visualization, and their utilization in chemistry teaching can be beneficial in improving learning outcomes. However, studies on students' opinions about holograms in chemistry teaching and learning are scarce. The research aimed to examine the views of chemistry students on the application of 3D holograms in…
Descriptors: Undergraduate Students, Student Attitudes, Organic Chemistry, Foreign Countries
Hou, Huiying; Lai, Joseph H.K.; Wu, Hao – International Journal of Sustainability in Higher Education, 2023
Purpose: Green building education, an important aspect of sustainability in higher education, has rapidly expanded across the world. Yet, a bespoke pedagogical model integrating the essential elements of green building knowledge into a university course is lacking. To plug this deficiency, this study aims to develop an innovative pedagogical model…
Descriptors: Student Projects, Active Learning, Computer Simulation, Environmental Education
Thomas Keller; Elke Brucker-Kley; Philip Schwammel – Discover Education, 2024
More and more children and adolescents in Switzerland show serious deficits in their German language skills. In order to specifically promote the language skills of students with a non-German first language, special lessons in German as a second language (GasL) are therefore offered in addition to the regular lessons. The aim of this case study is…
Descriptors: Case Studies, German, Second Language Learning, Second Language Instruction