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Showing 1 to 15 of 22 results Save | Export
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Daniel Doz; Mitja Krajncan; Matija Jenko; Matej Vukovic – TechTrends: Linking Research and Practice to Improve Learning, 2024
While recent research has extensively explored the potential use of Virtual Reality (VR) in educational contexts, limited knowledge exists regarding teachers' willingness to further their understanding of VR and its applications in education. Therefore, this study aims to investigate how various demographic factors and attitudes toward VR…
Descriptors: Computer Simulation, Teacher Attitudes, Teacher Characteristics, Interests
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Lucas Kohnke; Dennis Foung – Educational Technology & Society, 2025
This study aimed to replicate and extend Buchner and Hoffman's (2022) research on the Tell-Show-Enact-Do (TSED) approach to integrating augmented reality (AR) and virtual reality (VR) into teacher training. We conducted non-parametric Mann-Whitney U tests on the original dataset to examine the impact of age and learning design on the participants'…
Descriptors: Simulated Environment, Computer Simulation, Faculty Development, Instructional Design
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Ole Johan Sando; Rasmus Kleppe; Ellen Beate Hansen Sandseter – European Early Childhood Education Research Journal, 2025
Understanding children's willingness to take risks is crucial for sound educational strategies and play environments. This study investigates children's risk willingness using a virtual reality (VR) playground balancing scenario and examines its associations with sensation-seeking personality trait, age, gender, and the likelihood of failing the…
Descriptors: Play, Children, Child Behavior, Computer Simulation
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Di, Xuan; Zheng, Xudong – Educational Technology Research and Development, 2022
With the rapid development of virtual technologies, there is a growing body of literature investigating the impact of virtual technologies on students' spatial ability. However, it remains unclear whether virtual technologies can effectively improve students' spatial ability. Therefore, this meta-analysis was conducted to synthesize the findings…
Descriptors: Spatial Ability, Effect Size, Individual Characteristics, Educational Technology
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Maria Efstratopoulou; Maxwell Peprah Opoku; Aizhan Shomotova; Christina Davison; Abdulrafi Jaffarul; Aalya Mesmar – Smart Learning Environments, 2024
A smart learning environment (SLE) encompasses the use of advanced technology and smart pedagogical teaching skills tailored to suit students with diverse learning needs. In recent years, some countries, such as the United Arab Emirates (UAE), have formulated policies to implement SLE in their education systems. Since students are the intended…
Descriptors: Foreign Countries, Secondary School Students, Grade 7, Grade 12
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Marín-Díaz, Verónica; Sampedro, Begoña; Figueroa, Jorge – Contemporary Educational Technology, 2022
The advancement of emerging technologies in the classroom is a reality, however, the vision that teachers may have of them is essential in order for these to be incorporated. Using this as a foundation, this article's main objective is to know the vision that secondary education (SE) teachers have of the use of Augmented Reality (AR) in teaching…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Secondary School Teachers
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Delacruz, Stacy – TechTrends: Linking Research and Practice to Improve Learning, 2019
Students deepen their content knowledge and collaborative skills as they interact with others across the globe. In order to deepen early childhood students' awareness and understanding of the world, teachers worked with their classes to develop and share school-based virtual field trips. The researcher sought to (a) identify the steps to create a…
Descriptors: Field Trips, Educational Technology, Technology Uses in Education, Computer Simulation
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Gunn, Therese; Jones, Lee; Bridge, Pete; Rowntree, Pam; Nissen, Lisa – Interactive Learning Environments, 2018
In recent years, simulation has increasingly underpinned the acquisition of pre-clinical skills by undergraduate medical imaging (diagnostic radiography) students. This project aimed to evaluate the impact of an innovative virtual reality (VR) learning environment on the development of technical proficiency by students. The study assessed the…
Descriptors: Computer Simulation, Medical Students, Simulated Environment, Educational Technology
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Agarwal, Chesta; Chakraborty, Pinaki – Education and Information Technologies, 2019
Widespread use of English in the academia and in business is leading an increasing number of people to learn it as a second or a foreign language. Computer aided pronunciation training (CAPT) systems are used by non-native English speakers for improving their English pronunciation. A typical CAPT tool records the speech of a learner, detects and…
Descriptors: Educational Technology, Technology Uses in Education, English for Academic Purposes, English for Special Purposes
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Peng, Li-Wei; Lee, Cheun-Yeong – Excellence in Education Journal, 2020
The research partnership among university faculty, information technology graduate students, and science content experts from school districts developed the Web-based two-dimensional and three-dimensional virtual reality science games. The games were implemented to engage middle school students in learning, retaining, and applying newly acquired…
Descriptors: Educational Research, College Faculty, Graduate Students, Information Technology
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Pombo, Lúcia; Marques, Margarida Morais – International Association for Development of the Information Society, 2018
Augmented Reality (AR) technology and games can enhance motivation for learning. When combined with mobile devices, AR technology can promote authentic learning in outdoor environments, such as urban parks. These spaces can be used for Science Education, particularly, for environmental education and nature conservation. The EduPARK project…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Educational Games
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Caruana, Albert; La Rocca, Antonella; Snehota, Ivan – Journal of Marketing Education, 2016
Simulation games have become widespread in business courses, yet the understanding of their learning effects remains limited. The effectiveness of using simulation in marketing classes is not uniform, and not all students welcome it to the same extent. Drawing on a survey among 173 students engaged in a simulation game as part of a course in a…
Descriptors: Marketing, Business Administration Education, Educational Games, Student Satisfaction
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Kara, Nuri; Aydin, Cansu Cigdem; Cagiltay, Kursat – Interactive Learning Environments, 2014
This article introduces StoryTech, a smart storytelling toy that offers children a mixed reality environment in which to tell imaginative stories. During usability testing, an empirical study was carried out with 90 child participants. The findings indicated that StoryTech creates a rich storytelling experience, especially for ages five and six.
Descriptors: Story Telling, Toys, Educational Technology, Blended Learning
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Cela-Ranilla, Jose María; Esteve-Gonzalez, Vanessa; Esteve-Mon, Francesc; Gisbert-Cervera, Merce – Journal of Educational Computing Research, 2014
In this study we analyze how 57 Spanish university students of Education developed a learning process in a virtual world by conducting activities that involved the skill of self-management. The learning experience comprised a serious game designed in a 3D simulation environment. Descriptive statistics and non-parametric tests were used in the…
Descriptors: Foreign Countries, College Students, Simulated Environment, Computer Simulation
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Murphrey, Theresa Pesl; Rutherford, Tracy A.; Doerfert, David L.; Edgar, Leslie D.; Edgar, Don W. – Journal of Agricultural Education, 2012
Technology has the potential to improve education but only if it is applied with purpose and consideration of the audience. Understanding technology's role in education goes beyond the comparison of tools; there is a need to better understand student acceptance of technology so appropriate educational scaffolding and support can be provided. The…
Descriptors: Educational Technology, Technology Uses in Education, Social Networks, Computer Simulation
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