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Shahla Asadi; Jordan Allison; Madhu Khurana; Mehrbakhsh Nilashi – Education and Information Technologies, 2024
Simulation-based learning (SBL) offers an extensive variety of chances to practice complex computer and networking skills in higher education and to implement diverse kinds of platforms to facilitate effective learning. Utilizing visualization and computer network simulation tools in teaching computer networking courses has been found to be useful…
Descriptors: Computer Simulation, Student Attitudes, Teaching Methods, Skill Development
Kenneth Kofi Gyan – ProQuest LLC, 2024
The use of virtual reality in higher education plays a major role in addressing key areas of teaching, research, and learning. The applicable use of virtual reality sets the stage for ways to integrate an immersive environment, customizable based on higher education constituents preferences. The purpose of this research was to determine emerged…
Descriptors: Computer Simulation, Higher Education, Educational Technology, Technology Uses in Education
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Meihong Li – Education and Information Technologies, 2025
Virtual Reality technology (VRT) has rapidly evolved in recent years, revolutionizing various industries by providing immersive and interactive experiences. VRT is making a significant impact in the realm of dance teaching (DT). This study explores the innovative application of VRT in the realm of DT, aiming to revolutionize traditional…
Descriptors: Computer Simulation, Dance Education, Educational Innovation, Technology Uses in Education
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Moraes, Eduardo Baldo; Kipper, Liane Mahlmann; Hackenhaar Kellermann, Ana Clara; Austria, Leonardo; Leivas, Pedro; Moraes, Jorge André Ribas; Witczak, Marcus – Interactive Technology and Smart Education, 2023
Purpose: The purpose of this study is to identify the uses of Industry 4.0 technologies in the area of education and how they contribute to learning in addition to highlighting at what educational level they are used. Design/methodology/approach: A systematic literature review was carried out in the Scopus (Elsevier), Web of Science and…
Descriptors: Educational Technology, Internet, Computer Simulation, Higher Education
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Jacqueline Corcoran; Malitta Engstrom; Kate Ledwith; Gerard Jefferies; Tamara J. Cadet – Journal of Teaching in Social Work, 2025
Competency-based education in social work (CSWE, 2022) demands active learning methods that demonstrate professional competencies and practice behaviors. Role-plays and simulations are methods that link learning in the classroom with practice. This article explores role-play and simulation variants: basic role-play, real play, student-scripted…
Descriptors: Role Playing, Simulation, Social Work, Competency Based Education
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Gongjin Lan; Qiangqiang Lai; Bing Bai; Zirui Zhao; Qi Hao – IEEE Transactions on Learning Technologies, 2024
Automotive engine assembly and disassembly are common and crucial programs in the automotive industry. Traditional education trains students to learn automotive engine assembly and disassembly in lecture courses and then to operate with physical engines, which are generally low effectiveness and high cost. In this article, we developed a…
Descriptors: Computer Simulation, Auto Mechanics, Training, Manufacturing
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Ghanbarzadeh, Reza; Ghapanchi, Amir Hossein – Technology, Knowledge and Learning, 2023
Three-Dimensional Virtual Worlds (3DVW) have significant promise for the development of teaching and learning environments. Educational communities have become interested in such virtual platforms, and this technology has widely benefited educational settings. This study aims to identify the factors that drive the acceptance of 3DVWs as means for…
Descriptors: Computer Simulation, Higher Education, College Students, Educational Technology
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Ernesto Colomo Magaña; Andrea Cívico Ariza; Julio Ruiz-Palmero; Francisco David Guillén-Gámez – Journal of New Approaches in Educational Research, 2025
Augmented, virtual, and mixed reality offer digital alternatives for implementing innovative educational processes, significantly expanding opportunities in university education due to the available resources and the psycho-evolutionary development of students. This study aimed to analyze the scientific production on this topic in Scopus using…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Higher Education
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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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Syed Shah Alam; Saif Ahmed; Husam Ahmad Kokash – Education and Information Technologies, 2024
This study explores the interplay between perceived organizational e-readiness (POE) and perceived External E-Readiness (PEE) in the adoption and integration of Augmented Reality (AR) and Virtual Reality (VR) technologies in Malaysian higher education institutions. The study employs a reflective Structural Equation Modeling (SEM) model, anchored…
Descriptors: Computer Simulation, Simulated Environment, Foreign Countries, Higher Education
Qiao Jin – ProQuest LLC, 2024
Virtual reality (VR) has the potential to revolutionize the way we learn and educate, enhancing and supplementing the traditional learning experience by providing new ways to interact with information and people. However, its full potential in education has yet to be fully realized, as work in this space requires resolving cutting-edge technical…
Descriptors: Educational Technology, Computer Simulation, Experiential Learning, Socialization
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Surattana Adipat; Rattanawadee Chotikapanich – Shanlax International Journal of Education, 2024
This study explores the transformative journey of higher education towards smart universities, emphasizing integrating cutting-edge technologies such as augmented reality, virtual reality, artificial intelligence, and biometric systems. This evolution responds to the evolving demands of society, aiming to significantly enhance the educational…
Descriptors: Higher Education, Educational Technology, Technology Uses in Education, Computer Simulation
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F. Lozano-Galant; R. Porras; B. Mobaraki; F. Calderón; J. Gonzalez-Arteaga; J. A. Lozano-Galant – Journal of Civil Engineering Education, 2024
Traditionally, civil engineering infrastructures have been represented through two-dimensional (2D) drawings, which can lead to interpretation errors and jeopardize engineers' understanding of complex projects. However, with the development of building information modeling (BIM) methodology, civil engineering projects can now be virtually modeled…
Descriptors: Civil Engineering, Physical Environment, Simulated Environment, Synthesis
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Jiawei Wang; Nur Azlina Mohamed Mokmin; Shaorong Ji – Interactive Learning Environments, 2024
Since the turn of the millennium, virtual reality (VR) has become a popular global research topic. Educators are eager to employ VR for interactive learning, potentially enhancing student engagement and efficiency. Researchers have conducted numerous trials, with students across disciplines achieving notable results, affirming VR's effectiveness,…
Descriptors: College Students, Art Education, Learning Experience, Computer Simulation
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Atthaphon Wongla; Pinanta Chatwattana – Journal of Education and Learning, 2024
The ILM model to promote creative thinking skills is concerning the application of the concepts of virtual technology in the instruction management, which is consistent and appropriate for learners in the digital age, so that they are able to learn anywhere and anytime by means of the brand-new teaching innovations. The objectives of this research…
Descriptors: Creative Thinking, Thinking Skills, Imagination, Models
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