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Showing 1 to 15 of 250 results Save | Export
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Tom Harrison – Journal of Moral Education, 2024
Virtual reality (VR) is an increasingly popular artificially mediated, immersive experience that is accessed through a headset. Recent research is starting to provide evidence about the positive impact that virtual reality technology can have on teaching and learning. This research, to date, has been primarily undertaken in higher education and in…
Descriptors: Computer Simulation, Values Education, Educational Technology, Ethics
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Kongpha, Rattanakul; Chatwattana, Pinanta – Higher Education Studies, 2023
The virtual interactive learning model using imagineering process as a tool to promote happy learning for digital age learners. The concept is based on the combination of virtual learning environment and metaverse in order to create learning experience via virtual community. The objectives of this research are (1) to study and synthesise the…
Descriptors: Electronic Learning, Interaction, Computer Simulation, Instructional Development
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Juan Zheng; Zilong Pan; Shan Li; Charles Xie – Educational Technology & Society, 2024
Self-regulation is crucial for student success in scientific inquiry and engineering design. However, it remains unclear how students dynamically engage in self-regulated learning (SRL) processes to achieve high performance. In this study, we investigated the temporal nature of self-regulation during engineering design by leveraging computer trace…
Descriptors: Learning Strategies, Self Management, High School Students, High Achievement
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Jana Gonnermann-Müller; Jule M. Krüger – Journal of Computer Assisted Learning, 2025
Background: Despite the numerous positive effects of augmented reality (AR) on learning, previous research has shown ambiguous results regarding the cognitive demand on the learner arising from, for example, the overlay of virtual elements or novel interaction techniques. At the same time, the number of evidence-based guidelines on designing AR is…
Descriptors: Computer Simulation, Computer Assisted Design, Difficulty Level, Cognitive Processes
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Cavalcante-Pimentel, Fernando-Silvio; Morais-Marques, Margarida; Barbosa-de-Sales-Junior, Valdick – Comunicar: Media Education Research Journal, 2022
The relationship between digital games and the mobilization of cognitive and metacognitive learning strategies deserves attention and needs research that contributes to the understanding of how these strategies can favor the teaching and learning processes. This study describes how university students over 18 years of age mobilize cognitive and…
Descriptors: Learning Strategies, Computer Games, College Students, Metacognition
Stephen Miko – ProQuest LLC, 2022
The topic for this study was police cadet perceptions of learning using video simulators. The main research question for this project was: "How are video simulators perceived by police cadets as a learning method at the police academy?" The participants for this qualitative study were 16 recently graduated police cadets from an anonymous…
Descriptors: Police Education, Graduates, Student Attitudes, Computer Simulation
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Bos, Daniel; Miller, Servel; Bull, Eloise – Journal of Geography in Higher Education, 2022
This article outlines how Virtual Reality (VR) technologies, software and content can be used as a resource for teaching and learning in Geography. Drawing on the authors' first-hand experiences of using VR for undergraduate and postgraduate teaching, we explore firstly how VR can enhance the development of fieldwork observational techniques,…
Descriptors: Computer Simulation, Teaching Methods, Learning Strategies, Geography
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António Faria – Journal of New Approaches in Educational Research, 2024
This study investigated the impact of two teaching strategies, conventional and drawing principle, associated with the use of Augmented Reality (AR), on the school performance of pupils in the 7th-year of primary school and the 10th-year of secondary school on volcanism learning. Compared to previous research, the novelty of this study lies in the…
Descriptors: Science Education, Grade 7, Grade 10, Physical Environment
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Yang-Hsin Fan; Tzung-Jin Lin – Journal of Educational Computing Research, 2025
Extant literature has preliminarily confirmed the potential benefits of holographic projections for educational purposes. Yet, students' experiences of learning by holographic projection have rarely been addressed. The main purpose of this study was therefore to explore students' conceptions of and approaches to learning by holographic projection.…
Descriptors: Foreign Countries, College Students, Astronomy, Lunar Research
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Buchner, Josef – Education and Information Technologies, 2022
Do generative learning strategies influence the motivational and affective factors of learning with augmented reality? This article explores this highly topical new question in the field of research on educational technology and reports the results of a value-added study that compares two mobile AR learning environments with or without additional…
Descriptors: Learning Strategies, Elementary School Students, Student Attitudes, Computer Simulation
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Shimelis Kebede Kekeba; Abera Gure; Taklu Tafesse Olkaba – Open Education Studies, 2024
The objective of the study was to investigate the effect of computer simulation integrated with jigsaw learning strategy (CSIJLS) on students' attitudes towards chemistry. Additionally, it sought to determine whether the usage of CSIJLS resulted in any changes in attitudes between male and female students. Researchers employed a quantitative…
Descriptors: High School Students, Grade 10, Chemistry, Science Instruction
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Sukirman, Sukirman; Ibharim, Laili Farhana Md; Said, Che Soh; Murtiyasa, Budi – Informatics in Education, 2022
Research trends on computational thinking (CT) and its learning strategies are showing an increase. The strategies are varying, for example is using games to provide enjoyment, engagement, and experience. To improve the high level of immersion and presence of game objects, learning strategies through games can be improved by virtual reality (VR)…
Descriptors: Computation, Thinking Skills, Game Based Learning, Computer Simulation
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Keller, Thomas; Curcio, Rosalia; Brucker-Kley, Elke – International Association for Development of the Information Society, 2022
A virtual reality learning unit for the functioning of a router is used to show how students at bachelor level can be provided with another teaching tool in the future, whereby the didactic approach of a change of perspective makes optimal use of the advantages of virtual reality and should enable a more profound understanding. Further studies are…
Descriptors: Computer Simulation, Teaching Methods, Learning Strategies, Academic Achievement
Otoo, Stella – ProQuest LLC, 2022
The implementation of computer-based simulations by teachers in the classroom can have a significant and varied impact on students' learning outcomes and engagement. In meta-analyses of the use of computer simulation in the classroom, several studies show a significant impact on students' learning and achievement outcomes. However, the…
Descriptors: Experiential Learning, Learning Strategies, Computer Simulation, Curriculum Implementation
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Klingenberg, Sara; Fischer, Rachel; Zettler, Ingo; Makransky, Guido – Journal of Computer Assisted Learning, 2023
Introduction: This study investigates the effectiveness of the segmentation principle from the cognitive theory of multimedia learning as well as the effectiveness of the generative learning strategy of summarization in immersive virtual reality (IVR) within a sample of preadolescents. Although previous research has supported the effectiveness of…
Descriptors: Computer Simulation, Computer Uses in Education, Secondary School Students, STEM Education
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