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Saurav Shrestha; Yongwei Shan; Robert Emerson; Zahrasadat Hosseini – IEEE Transactions on Learning Technologies, 2025
This article introduces the development process of social presence-enabled augmented reality (SPEAR) tool, an innovative augmented reality (AR) based learning application tailored for online engineering education. SPEAR focuses on a learning module of structural beam-bending, empowering users to seamlessly integrate 3-D virtual beams into their…
Descriptors: Computer Simulation, Educational Technology, Online Courses, Engineering Education
Thada Jatnkoon; Kitsadaporn Jantakun; Thiti Jantakun; Rungfa Pasmala – Higher Education Studies, 2025
This research addresses the pressing need for innovative educational frameworks that foster creativity and innovation in online learning environments. The study develops and validates a comprehensive model integrating STEAM education, micro-learning principles, and augmented reality (AR) technology within massive open online courses (MOOCs).…
Descriptors: STEM Education, Art Education, MOOCs, Creativity
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
Yinglin Liu; Rui Li; Yue Diao; Meixue Hou; Hua Yuan; Xiuying Zhang – Education and Information Technologies, 2025
Virtual reality (VR) technology has been widely used in nursing laboratory courses to effectively making up for the shortcomings of traditional teaching. However, challenges such as cell phone addiction, negative emotions, and reduced communication between teachers and students still exist during the application process, which makes it difficult…
Descriptors: Undergraduate Students, Learning Processes, Preferences, Nursing Students
Ania A. Majewska; Ethell Vereen – Journal for STEM Education Research, 2023
Interest in virtual reality (VR) for teaching and learning in higher education is growing, given its many potential applications. VR offers a socially interactive environment with novel ways to engage students with materials, objects, and activities and provide students with experiences such as "field trips" that would be otherwise very…
Descriptors: Computer Simulation, Educational Technology, Online Courses, Student Attitudes
Biao Gao; Jun Yan; Ronghui Zhong – IEEE Transactions on Learning Technologies, 2025
Digital teachers represent an innovative fusion of media and artificial intelligence (AI) within online educational environments. However, the specific ways in which the appearance anthropomorphism of digital teachers influences the delivery of different knowledge types remain insufficiently understood. Drawing on Embodied Learning Theory and…
Descriptors: Online Courses, Educational Technology, Computer Simulation, Student Satisfaction
Musa Ndiaye; Chilala K. Bowa; Wezi N. Nyimbili; Kangwa A. Nkonde; Richard Onyancha; Mabvuto Mwanza; Musonda E. Kabaso; John Siame – European Journal of Engineering Education, 2024
COVID-19 has caused major disruptions in the way engineering education is conducted all over the world. The impact has been greater in developing countries that still lack the necessary tools for pandemic-based training. In this work, we carry out a survey on three public universities based in Zambia. The survey investigates the impact of COVID-19…
Descriptors: COVID-19, Pandemics, Engineering Education, State Universities
Yan, Yichuan; Ottenbreit-Leftwich, Anne – TechTrends: Linking Research and Practice to Improve Learning, 2023
In this single case study, we explored how seven preservice teachers engaged emotionally and cognitively in case-based learning through three Teacher Moments cases to consider and reflect on their teaching practices. A thematic analysis of the transcripts of online case simulation (Teacher Moments) entries, class recordings, questionnaires and…
Descriptors: Case Method (Teaching Technique), Preservice Teachers, Reflective Teaching, Computer Simulation
Oliveira, Renata Pereira; Santos, Igor Leão; de Souza, Cristina Gomes; Reis, Augusto da Cunha; de Souza, Wallice Medeiros – Interactive Technology and Smart Education, 2023
Purpose: COVID-19 played a crucial role in the development and enlargement of learning via electronic media. Still, the recent fourth industrial revolution [Industry 4.0 (I4.0)] paved the road toward Education 4.0. In this regard, several research challenges arise, involving the preparation of gamification strategies in online learning…
Descriptors: Electronic Learning, Gamification, Educational Technology, Online Courses
Potentials and Challenges of Mobile Augmented Reality in the Metaverse for an Engaging Online Course
Ahmad Ridho Rojabi; Slamet Setiawan; Ahmad Munir – MEXTESOL Journal, 2023
Online learning is rapidly expanding across the educational landscape, particularly at the tertiary level of education. When combined with appropriate pedagogy, the tremendous advancement of technology has transformed the face of education. This integration has created new possibilities for enhancing teaching quality. Augmented Reality (AR) is one…
Descriptors: Barriers, Handheld Devices, Simulated Environment, Computer Simulation
Elisabeth Bauer; Michael Sailer; Frank Niklas; Samuel Greiff; Sven Sarbu-Rothsching; Jan M. Zottmann; Jan Kiesewetter; Matthias Stadler; Martin R. Fischer; Tina Seidel; Detlef Urhahne; Maximilian Sailer; Frank Fischer – Journal of Computer Assisted Learning, 2025
Background: Artificial intelligence, particularly natural language processing (NLP), enables automating the formative assessment of written task solutions to provide adaptive feedback automatically. A laboratory study found that, compared with static feedback (an expert solution), adaptive feedback automated through artificial neural networks…
Descriptors: Artificial Intelligence, Feedback (Response), Computer Simulation, Natural Language Processing
Federico Magnani; Elena Demaria; Francesca Ambrosi; Claudia Sala; Gianandrea Pasquinelli; Michelangelo Fiorentino; Giorgia Gri – Advances in Physiology Education, 2025
Because of the recent pandemic, new teaching methods have been trialed, even in traditional disciplines such as histopathology that typically involve extensive hands-on laboratory work. In this study, we investigated the effects of three different learning modalities in histopathology teaching: optical microscopy, in-class virtual microscopy (VM),…
Descriptors: Pathology, Online Courses, Lecture Method, In Person Learning
Júlio Panzera-Gonçalves; Cleida Aparecida Oliveira – Anatomical Sciences Education, 2025
Learning Cell Biology is challenging for both sighted and visually impaired students due to its abstract nature and reliance on bidimensional depictions in textbooks, which often fail to capture the biological complexity of cell structures and functions. To implement inclusive learning environments and address the shortage of learning materials…
Descriptors: Teaching Methods, Computer Simulation, Anatomy, Science Education
Tertiary Educators' Awareness of and Readiness to Use Virtual Reality (VR) in Remote Online Learning
Wan Jumani Fauzi; Noor Raha Mohd Radzuan; Aisyah Khaleeda Rosli; Ezihaslinda Ngah; Awanis Romli; Roslinda Abd Wab; Wan Aslynn Salwani Wan Ahmad – International Society for Technology, Education, and Science, 2023
COVID-19 pandemic has transformed the conventional education landscape to online remote learning. However, this transition has brought about certain challenges such as low levels of student engagement and motivation, which raises the question of whether students are actually learning. Using Virtual Reality (VR) in teaching and learning (T&L)…
Descriptors: College Faculty, Knowledge Level, Readiness, Computer Simulation
David Tomczyk; Atul Teckchandani – Management Teaching Review, 2025
Despite the many theories supporting experiential learning, there is little guidance on how to design effective experiential exercises. To address this gap, we adapt insights from gamification research to devise a step-by-step process that management instructors may use to design effective experiential exercises for use in face-to-face and virtual…
Descriptors: Experiential Learning, Gamification, In Person Learning, Electronic Learning