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Mehrbakhsh Nilashi; Rabab Ali Abumalloh – Education and Information Technologies, 2025
Immersive technologies strive to enhance users' digital experiences by enabling more interactive, engaging, and realistic virtual environments. Despite the growing popularity and advancements in immersive technologies, achieving widespread user acceptance remains a significant challenge. In addition, previous acceptance models may not fully…
Descriptors: Computer Attitudes, Computer Simulation, Simulated Environment, Physical Environment
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Serkan Solmaz; Liesbeth Kester; Tom Van Gerven – Education and Information Technologies, 2024
Virtual reality has become a significant asset to diversify the existing toolkit supporting engineering education and training. The cognitive and behavioral advantages of virtual reality (VR) can help lecturers reduce entry barriers to concepts that students struggle with. Computational fluid dynamics (CFD) simulations are imperative tools…
Descriptors: Computer Simulation, Educational Environment, Engineering Education, Technology Uses in Education
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Aadi Swadipto Mondal; Yuang Zhu; Kaushal Kumar Bhagat; Nasser Giacaman – Interactive Learning Environments, 2024
The aim of this study is to investigate the public opinion (i.e., the learners themselves) of apps incorporating emerging technologies Augmented Reality (AR) and Virtual Reality (VR) and find out how satisfied mobile platform users are with these technologies for educational purposes. We performed sentiment analysis of more than one million…
Descriptors: Educational Technology, Technology Uses in Education, Computer Oriented Programs, Computer Simulation
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Alejandro Álvarez-Marín; J. Ángel Velázquez-Iturbide; Mauricio Castillo-Vergara; Christian Acuña-Opazo – Innovations in Education and Teaching International, 2025
This study explores the moderating role of aesthetics and information quality on the technological acceptance of augmented reality. A technology acceptance model with the following variables was used: perceived ease of use, perceived usefulness, attitude towards using, and behavioural intention to use. Analysis was conducted by using structural…
Descriptors: Physical Environment, Computer Simulation, Synthesis, Simulated Environment
Yogini Joglekar; Sabra Brock – Sage Research Methods Cases, 2023
This case discusses the importance of pilot studies within business research. It covers the procedures, evaluation, and lessons learned from conducting a pilot study for an upcoming product launch. The intended product launch was the Edstutia Instructor Certification in Immersive Technologies (EICIT) pilot program. The program focused on extended…
Descriptors: Business, Research, Industry, Computer Simulation
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Malihi, Mahan; Nguyen, Jenny; Cardy, Robyn E.; Eldon, Salina; Petta, Catharine; Kushki, Azadeh – Autism: The International Journal of Research and Practice, 2020
Virtual reality provides a relatively inexpensive way to learn and repeatedly practice skills in personalized, controlled, and safe computer-generated settings. These systems are increasingly receiving attention as an innovative medium for delivering interventions to children with autism spectrum disorder. Although many virtual reality systems are…
Descriptors: Computer Simulation, Children, Autism, Pervasive Developmental Disorders
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George Koutromanos; Anastasios T. Mikropoulos; Dimitrios Mavridis; Christos Christogiannis – Education and Information Technologies, 2024
This study examines the factors that affect pre-service and in-service teachers' intention to use Mobile Augmented Reality (MAR) in their teaching through the proposed Mobile Augmented Reality Acceptance Model (MARAM). The MARAM builds on the existing Technology Acceptance Model (TAM) to incorporate four other components namely perceived relative…
Descriptors: Preservice Teachers, Physical Environment, Simulated Environment, Synthesis
Tare, Medha; Rood, Elizabeth – Joan Ganz Cooney Center at Sesame Workshop, 2023
Virtual, mixed, and augmented reality, termed "extended reality," or XR, have great potential for classroom-based learning. Yet many questions about the use and widespread adoption of these emerging technologies remain. To share insights, opportunities, and challenges, the Joan Ganz Cooney Center at Sesame Workshop and the XR Association…
Descriptors: Secondary Education, Educational Technology, Technology Uses in Education, Computer Simulation
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Chrysoula Papadopoulou; Angeliki Karamatsouki; Charalampos Karagiannidis – International Association for Development of the Information Society, 2022
The purpose of this study was to examine the application of Augmented Reality (AR) Application in the Geography lesson of Primary School. The application covered the Earth's atmosphere and was evaluated by 71 students in the sixth grade of primary school who completed questionnaires before and after the educational intervention. The results were…
Descriptors: Geography Instruction, Elementary School Students, Physical Environment, Simulated Environment
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Pakanen, Minna; Alavesa, Paula; Arhippainen, Leena; Ojala, Timo – International Journal of Virtual and Personal Learning Environments, 2020
While three-dimensional virtual learning environments have attracted plenty of research interest, mirror-world-like virtual campuses have been used mainly for virtual tours, promotions, or for simulation purposes. In this article, the authors investigate the use of geographically accurate mirror-world-like virtual campus models as an interactive…
Descriptors: Computer Simulation, Virtual Universities, College Students, Student Attitudes
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Teng, Chin-Hung; Chen, Jr-Yi; Chen, Zhi-Hong – Journal of Educational Computing Research, 2018
Although the learning of programming language is critical in science and technology education, it might be difficult for some students, especially novices. One possible reason might be the fact that programming language, especially for three-dimensional (3D) applications, is too complex and abstract for these students to understand. Programming…
Descriptors: Computer Simulation, Simulated Environment, Programming, Computer Science Education
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Sungkur, Roopesh Kevin; Panchoo, Akshay; Bhoyroo, Nitisha Kirtee – Interactive Technology and Smart Education, 2016
Purpose: This study aims to show the relevance of augmented reality (AR) in mobile learning for the 21st century. With AR, any real-world environment can be augmented by providing users with accurate digital overlays. AR is a promising technology that has the potential to encourage learners to explore learning materials from a totally new…
Descriptors: Telecommunications, Simulated Environment, Computer Simulation, Handheld Devices
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Chen, Hong-Ren; Lin, You-Shiuan – Technology, Pedagogy and Education, 2016
By gradually placing more importance on game-based education and changing learning motivation by applying game-playing characteristics, students' learning experiences can be enhanced and a better learning effect can be achieved. When teaching the content of Chinese poetry in Taiwanese junior high schools, most teachers only explain the meaning of…
Descriptors: Educational Games, Computer Games, Poetry, Junior High School Students
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Burgos, Daniel; Corbí, Alberto – Distance Education, 2018
Transgenic learning is a disruptive approach in education. It encourages modification of moving parts of the educational chain. This article provides a view of transgenic learning focused on the delivery of enriched learning contents in STEAM areas. It discusses the mutagenic role that the virtual containers may play in current distance education.…
Descriptors: Foreign Countries, STEM Education, Art Education, Resource Units
Mark, Christine Libby – ProQuest LLC, 2014
"Second Life," a 3D online immersive virtual environment, emerged in 2003 and was predicted to become the predominant online course delivery platform by 2013. Educational institutions initially rushed to create a presence in the "Second Life;" however, after 2009 those same institutions were disappointed by their experiences…
Descriptors: Computer Simulation, Social Systems, Internet, Simulated Environment
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