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Novak, Kae – TechTrends: Linking Research and Practice to Improve Learning, 2022
This article discusses how the term metaverse and the use of virtual worlds is not novel. Beginning with the use of the metaverse for learning starting in the 1990s, the author provides an overview of metaverse, immersion in virtual worlds, their use, and research conducted on them. The article ends with an outline of emerging trends and possible…
Descriptors: Computer Simulation, Trend Analysis, Technology Uses in Education, Educational Research
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
Adeyinka Tella; Olutoyin Olukemi Oso; Shola Temitope Famuyiwa – Journal of Library & Information Services in Distance Learning, 2025
The study examined information delivery in distance learning libraries through metaverse technologies. The study adopted an exploratory strategy through an extensive literature analysis. Relevant academic papers, journals, industry reports, and conference proceedings located through internet databases such as Google Scholar, Scopus, and Web of…
Descriptors: Distance Education, Library Services, Computer Simulation, Artificial Intelligence
Barathan Selvam; Grace Annammal Gnana Piragasam – British Journal of Special Education, 2025
The increasing use of mobile devices in educational settings is mainly attributable to the significant contributions made by technological advancements. These devices now make it possible to incorporate mobile applications, such as augmented reality (AR), in order to provide students with learning disabilities with assistance in improving their…
Descriptors: Students with Disabilities, Writing Skills, Learning Disabilities, Telecommunications
Farzaneh Sheikhzadeh; Rasool Abedanzadeh; Eliot Hazeltine – Journal of Computer Assisted Learning, 2025
Background: Today, active video games, in which players' own body movements are used to control the avatar, can be used to teach students motor skills by providing concurrent feedback. The purpose of this study is to investigate the effectiveness of concurrent and delayed feedback on basketball free throw learning. Methods: Thirty female students…
Descriptors: Team Sports, Student Athletes, Females, Athletics
Muhua Zhang; Chien-Yuan Su – Education and Information Technologies, 2025
Immersive virtual reality (IVR) is expected to create a greater sense of presence that might improve students' laboratory learning experiences. However, little research has verified the influence of presence on students' perceptions toward immersive laboratory learning. The current study, which is based on the expectation confirmation model,…
Descriptors: Adolescents, Adolescent Attitudes, Laboratory Training, Foreign Countries
Ahmad Chaddad; Yuchen Jiang – IEEE Transactions on Learning Technologies, 2025
The concept of the Metaverse, viewed as the ultimate manifestation of the Internet, has gained significant attention due to rapid advances in technologies such as the Internet of Things (IoT) and blockchain. Acting as a bridge between the physical and virtual worlds, the Metaverse has the potential to offer remarkable experiences to its users.…
Descriptors: Internet, Medical Education, Instructional Effectiveness, Artificial Intelligence
Rustam Shadiev; Xuan Chen; Wayan Sintawati; Fahriye Altinay; Yan Li; Nurassyl Kerimbayev; Ahmed Tlili – Educational Technology & Society, 2025
Students are unable to view each other's VR content created with 360-degree video technology using head-mounted displays and discuss it in real-time. This limitation may confine the application of 360degree video technology in the field of intercultural learning to merely passive observation of cultural content on individual devices, thereby…
Descriptors: Video Technology, Technology Uses in Education, Computer Simulation, Cultural Awareness
Candace Walkington; Mitchell J. Nathan; Julianna Washington; Jonathan Hunnicutt; Taylor Darwin; LeaAnne Daughrity; Kelsey Schenck – Education and Information Technologies, 2025
Augmented Reality (AR) technologies allow for holograms to be layered over the real-world, "augmenting" human vision by adding technical information or illustrations onto 3D space. Although AR-based applications are showing positive effects in many systematic reviews and meta-analyses, well-designed, rigorous studies with strong control…
Descriptors: High School Students, Geometry, Computer Simulation, Tablet Computers
Siu Shing Man; Yizhen Fang; Alan Hoi Shou Chan; Jiayan Han – Education and Information Technologies, 2025
With the continuous evolution of information technology shaping advancements in education, virtual reality (VR) technology has been increasingly applied to enhance English learning amongst students, aiming to boost learning efficiency and performance. This study introduced a VR technology acceptance model (TAM) to fulfil these requirements. The…
Descriptors: Computer Simulation, Technology Uses in Education, Educational Environment, Anxiety
Kassinee Tupthong; Pinanta Chatwattana – Higher Education Studies, 2025
The architecture of the micro-learning platform mixed with gamification via metaverse is a research tool that was initiated by the concepts of micro-learning integrated with the gamification mechanism. It is intended to be employed as a guideline for the instruction management that encourages learners to perform self-learning with small or short…
Descriptors: Computer Simulation, Gamification, Creativity, Problem Solving
Paavola Satu; Laakso Minna; Saalasti Satu – Review Journal of Autism and Developmental Disorders, 2025
In this scoping review on 34 studies, we examined the use of immersive virtual reality (IVR) in neurodevelopmental disorders (NDD). IVR was mostly used in connection with autism spectrum disorder (ASD) for assessment of and intervention in social skills, and in attention deficit hyperactivity disorder (ADHD) for assessment of executive…
Descriptors: Computer Simulation, Neurodevelopmental Disorders, Autism Spectrum Disorders, Intervention
Adam Dabrowski; Ayako Yokogawa – Vocabulary Learning and Instruction, 2025
Flow is described as a state in which people become so involved or engrossed in an activity that nothing else seems to matter (Csikszentmihalyi, 2009). This state of consciousness seems to occur when a person is involved in a task and seemingly unable to stop. Flow states are marked by (a) a perceived balance of skills and challenge, (b)…
Descriptors: Computer Simulation, Game Based Learning, Vocabulary, Attention
Hironori Takeuchi; Kenji Matsuura; Tetsushi Ueta; Tomohito Wada – Journal of Educational Multimedia and Hypermedia, 2025
Basketball tactical patterns are typically taught using tools such as 2D tactical boards. Rapid decision-making in a team depends on the ability to connect two-dimensional (2D) third-person positions with three-dimensional (3D) first-person perspectives. This study develops a support system that offers a virtual environment to enhance the…
Descriptors: Computer Simulation, Visual Aids, Team Sports, Decision Making Skills
David M. Rehfeld; Payton DeMeyer; Abby Kugler; Kristin Pelczarski – Teaching and Learning in Communication Sciences & Disorders, 2025
Simulated learning experiences (SLEs) are becoming increasingly popular in communication sciences and disorders (CSD) training programs. This pilot study examines the relative effectiveness of delivering a SLE via standard computer or using virtual reality headsets for a more immersive learning experience. Seventy undergraduate CSD students were…
Descriptors: Communication Disorders, Undergraduate Students, Listening Skills, Skill Development

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