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Chenghao Wang; Bin Zou – TESOL Journal, 2025
Avatars play a significant role in Artificial Intelligence (AI)-powered education, supported by various human-computer interactions and second language acquisition theories. AI avatars have become increasingly anthropomorphic and realistic with advancements in speech synthesis, speech-driven lip-syncing, and speech-to-facial animation. D-ID Studio…
Descriptors: Computer Simulation, Artificial Intelligence, Computer Uses in Education, Second Language Instruction
Harikesh Singh; Li-Minn Ang; Dipak Paudyal; Mauricio Acuna; Prashant Kumar Srivastava; Sanjeev Kumar Srivastava – Technology, Knowledge and Learning, 2025
Wildfires pose significant environmental threats in Australia, impacting ecosystems, human lives, and property. This review article provides a comprehensive analysis of various empirical and dynamic wildfire simulators alongside machine learning (ML) techniques employed for wildfire prediction in Australia. The study examines the effectiveness of…
Descriptors: Artificial Intelligence, Computer Software, Computer Simulation, Prediction
Dhanya Pramod – Journal of Applied Research in Higher Education, 2025
Purpose: The growth of the internet, access to technology and rapid digital transformations have paved the way for developing attack surfaces for individuals and organizations. There is a dire need to provide cybersecurity awareness most effectively. Gamification-based platforms have evolved to make cybersecurity education more engaging and…
Descriptors: Gamification, Computer Security, Information Security, Training
Ying-Lien Lin; Hann-Jang Huang; Wei-Tsong Wang – Journal of Computer Assisted Learning, 2025
Background: Goal orientations (GO) are influential achievement goals in predicting achievement motivation and effectiveness. However, few studies have paid specific attention to investigating the effects of GO on learning achievement in the area of business management education. Objectives: This study developed a business simulation game system…
Descriptors: Goal Orientation, Academic Achievement, Computer Simulation, Animation
Regina Kaplan-Rakowski; Tricia Thrasher – British Journal of Educational Technology, 2025
Virtual reality (VR) has been gaining prominence in education, with its interactive capabilities continually expanding. This quantitative study (N = 91) tested the educational effectiveness of high-immersion VR (HiVR) versus low-immersion VR (LiVR) and the impact of interactivity on vocabulary learning. The between-subjects portion of this study…
Descriptors: Computer Simulation, Technology Uses in Education, Instructional Effectiveness, Interaction
Anu Lehikko; Mikko Nykänen; Heli Ruokamo – Educational Technology Research and Development, 2025
The potential of immersive virtual reality (IVR) to deliver engaging occupational safety training has been established by previous research; however, to date, there have not been any pedagogical models to guide its implementation. This study's objective was to conceptualize a pedagogical model for IVR safety training by combining a…
Descriptors: Computer Simulation, Computer Uses in Education, Safety Education, Occupational Safety and Health
Ioulia Koniou; Elise Douard; Marc J. Lanovaz – Journal of Autism and Developmental Disorders, 2025
Purpose: The purpose of the study was to develop and test a virtual reality application designed to put the participants "in the shoes" of an autistic person during a routine task. Method: The study involved a randomized controlled trial that included 103 participants recruited from a technical college. Each participant responded to…
Descriptors: Computer Uses in Education, Artificial Intelligence, Computer Simulation, Consciousness Raising
Sara Park; Wanying Sui; Aylin Celik-Zencir; Timothy N. Tansey – Rehabilitation Research, Policy, and Education, 2025
Background: The rapid advancement of generative artificial intelligence (GenAI) presents both opportunities and challenges for rehabilitation counselor education, particularly in preparing students for complex clinical practice. Objective: This study examined the use of GenAI to support simulated client role-play training in a graduate-level…
Descriptors: Artificial Intelligence, Rehabilitation Counseling, Counselor Training, Role Playing
Tammy Jorgensen Smith; Howard Kaplan; Estefania Simon; Larry Tartaglino; Anthony Denham; Jaimie Timmons; Juliana Cortes – Rehabilitation Research, Policy, and Education, 2025
Background: Competitive, integrated employment (CIE) rates for individuals with disabilities have continued to be much lower than their peers without disabilities. Integration of advanced technologies to develop and refine innovative, scalable, and sustainable programs that promote CIE in high-demand, economically self-sustaining fields will lead…
Descriptors: Artificial Intelligence, Computer Simulation, Disabilities, Employment
Ann-Marie Gresele; Natasha Anne Rappa; Wade Ellis; Ellin Sears; Rachael Kostusik – Issues in Educational Research, 2025
The Australian Teacher Education Ministerial Advisory Group (TEMAG) highlighted critical areas for improvement in teacher education, namely, effective pedagogies, assessment and feedback, classroom management, and collaborating with parents and the wider community. This paper describes one Australian university's implementation of a four-part…
Descriptors: Preservice Teacher Education, Computer Simulation, Computer Uses in Education, Preservice Teachers
Amy Pallant; Christopher Lore; Hee-Sun Lee; Stephanie Seevers; Trudi Lord – Journal of Geoscience Education, 2025
This paper describes how plate tectonics and rock genesis, two topics that are typically addressed separately in secondary Earth science classes, can be taught together as an integrated system. We define the TecRocks Reasoning Framework, developed to support student reasoning about rock formation situated in the context of plate tectonics. We also…
Descriptors: Secondary School Science, Secondary School Students, Geology, Plate Tectonics
Adem Koç; Sedat Kanadli – Journal of Science Education and Technology, 2025
This study used network meta-analysis to investigate the impact of the use of interactive learning environments (ILE) tools (augmented reality (AR), virtual reality (VR), mixed reality (MIX), and interactive digital games (GAME)) in science education on learning outcomes. A total of 53 primary studies were retrieved from the literature according…
Descriptors: Interaction, Cooperative Learning, Educational Environment, Outcomes of Education
Mohan Yang; Courtney Miller; Helen Crompton; Zilong Pan; Noah Glaser – TechTrends: Linking Research and Practice to Improve Learning, 2024
The implementation of virtual reality (VR) has gained popularity in the organizational settings in responding to the digital transformation in the era of Industry 4.0. VR offers immersive and authentic experiences for learners through simulated real-life scenarios during training. While the affordances have been widely discussed, there is a need…
Descriptors: Computer Simulation, Organizational Learning, Training, Technology Integration
Ahmet Berk Ustun; Fatma Gizem Karaoglan-Yilmaz; Ramazan Yilmaz; Mehmet Ceylan; Orhan Uzun – Education and Information Technologies, 2024
The primary aim of the study is to develop an augmented reality (AR) acceptance scale within the framework of the unified theory of acceptance and use of technology (UTAUT) model to measure individuals' acceptance and use of AR technology. The study was performed with a total of 546 university students with three participant groups in the…
Descriptors: Test Construction, Computer Simulation, College Students, Test Reliability
Sebahat Gok; Robert L. Goldstone – Cognitive Research: Principles and Implications, 2024
Interactive computer simulations are commonly used as pedagogical tools to support students' statistical reasoning. This paper examines whether and how these simulations enable their intended effects. We begin by contrasting two theoretical frameworks--"dual processes" and "grounded cognition"--in the context of people's…
Descriptors: Computer Simulation, Thinking Skills, Teaching Methods, Interaction

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