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Yu-Ju Lan; Kai-Yu Tang – Educational Technology & Society, 2025
Research into the use of virtual reality (VR) for educational purposes is increasing, but most of the existing literature focuses on the positive effects of VR on users, with its possible negative effects remaining underexplored. An inadequate understanding of the negative effects can put users at risk. To address this research gap, the main…
Descriptors: Computer Simulation, Computer Uses in Education, Risk, Outcomes of Education
Sofia Seinfeld; Filippo Gabriele Prattico; Chiara De Giorgi; Fabrizio Lamberti – IEEE Transactions on Learning Technologies, 2024
Swapping visual perspective in virtual reality (VR) provides a unique means for embodying different virtual bodies and for self-distancing. Moreover, this technology is a powerful tool for experiential learning and for simulating realistic scenarios, with broad potential in the training of soft skills. However, there is scarce knowledge on how…
Descriptors: Computer Simulation, Self Evaluation (Individuals), Employment Interviews, Training
Aslihan Istanbullu; Murat Topal; Sabri Sekan Tan – Turkish Online Journal of Educational Technology - TOJET, 2024
Metaverse is a technology which allow users to "experience" a digital universe and includes several components like augmented and virtual reality. Researchers who wish to research the field may not know where to start or the key features of the field. Thus, the present study aims to discuss the general and social, conceptual, and…
Descriptors: Computer Simulation, Bibliometrics, Journal Articles, Periodicals
Yuchen Cheng; Loukia Bololia – Journal of Autism and Developmental Disorders, 2024
Today, the global prevalence of autism is high and continues to increase dramatically. Effective support and interventions are therefore warranted. Augmented reality (AR), one of the recent modalities of immersive technology, is gaining traction in autism interventions. However, there is currently a lack of reviews on the use of AR in children…
Descriptors: Computer Simulation, Interpersonal Competence, Children, Autism Spectrum Disorders
Sebastian Gil Parga; Umang Singh; Jairo Gutierrez; Stefan Marks – Interactive Learning Environments, 2024
There is a growing interest in using Augmented Reality technologies in education due to common perceived advantages like its accessibility and the increase in academical performance and motivation it promotes. Yet, most research done does not offer a deeper analysis of how AR technologies are used to reach different educational goals or the…
Descriptors: Computer Simulation, Instructional Design, Technology Uses in Education, Educational Research
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
Evangelia Zontou; Stavros Kaminaris; Maria Rangoussi – European Journal of Engineering Education, 2024
Among the numerous fields permeated by Virtual Reality (VR), this review focuses on education and specifically, engineering education. VR allows engineering students to safely and cost-efficiently experience realistic yet simulated environments otherwise inaccessible, costly and/or dangerous. The feelings of presence and immersion generated by VR…
Descriptors: Literature Reviews, Computer Simulation, Engineering Education, Technology Uses in Education
Nadine Bisswang; Dimitri Petrik; Erich Heumüller; Sebastian Richter – Electronic Journal of e-Learning, 2024
Virtual reality has emerged as an influential technology in the educational landscape, offering learners and teachers immersive and interactive experiences that enhance traditional teaching methods. However, despite the increasing importance of virtual reality in education, a systematic description and classification of virtual reality use cases…
Descriptors: Computer Simulation, Technology Uses in Education, Taxonomy, Classification
Nathan Williams – Journal of Experiential Education, 2024
Background: Despite access to nature-based recreation, many college students do not take advantage of these experiences to improve their mental and physical health. Virtual reality experiences provide a potential pathway to motivate this population to recreate outdoors, but research is needed to determine whether virtual recreation can lead to…
Descriptors: College Students, Student Motivation, Computer Simulation, Physical Environment
Riyan Hidayat; Yousef Wardat – Education and Information Technologies, 2024
Augmented Reality has found extensive use as an interactive technology in various learning and educational environments. However, a previous systematic review (SR) lacked a framework to identify the various types of augmented reality utilized, the types of technology employed, and the types of augmented parameters involved. The primary objective…
Descriptors: Computer Simulation, Educational Technology, STEM Education, Teaching Methods
Toward a Strengths-Based Model for Designing Virtual Reality Learning Experiences for Autistic Users
Matthew Schmidt; Nigel Newbutt; Minyoung Lee; Jie Lu; Marc-Sonley Francois; Pavlo D Antonenko; Noah Glaser – Autism: The International Journal of Research and Practice, 2024
This study presents a strengths-based framework for designing virtual reality experiences tailored to the needs and abilities of autistic individuals. Recognizing the potential of virtual reality to provide engaging and immersive learning environments, the framework aligns the strengths and preferences of autistic users with the affordances of…
Descriptors: Autism Spectrum Disorders, Adults, Computer Simulation, Program Design
Ahmed Al Khateeb; Hind Alotaibi – Pegem Journal of Education and Instruction, 2024
The metaverse has the potential to revolutionise education in several ways. It can provide students with immersive learning experiences, allowing them to explore and interact with virtual worlds and objects that are difficult or impossible to replicate in the real world. Yet, studies investigating the impact of the metaverse on students' skills…
Descriptors: Computer Simulation, Technology Integration, Educational Environment, Academic Achievement
Amit Lal – ProQuest LLC, 2022
The use of Virtual Reality (VR) in a variety of professional, military, governmental, and educational fields has continued to expand over the past several decades, and the recent COVID-19 pandemic has brought attention to this field. This study surveys 154 college students over 23 questions that include various demographics that can be used to…
Descriptors: Teaching Methods, Computer Simulation, College Students, Barriers
Stephen J. Lind – Journal of Workplace Learning, 2025
Purpose: This study aims to investigate the effectiveness of widely adopted but under-studied synthetic humanlike spokespersons (SHS) compared to organic human spokespersons in workplace training videos. The primary aim is to evaluate whether employees will rate training videos more negatively when they perceive their trainer to be synthetic such…
Descriptors: Job Training, Trainees, Artificial Intelligence, Video Technology
Hüseyin Ates; Cansu Sahin Kölemen – Education and Information Technologies, 2025
This study examines the factors influencing science teachers' intentions to adopt gamified virtual reality (VR) in educational settings, employing the Theory of Planned Behavior (TPB) and Protection Motivation Theory (PMT) as theoretical frameworks. We investigate how perceived threats, benefits, and motivational and cognitive factors impact these…
Descriptors: Science Education, Science Teachers, Computer Simulation, Gamification