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Ye Jia; Xiangzhi Eric Wang; Zackary P. T. Sin; Chen Li; Peter H. F. Ng; Xiao Huang; George Baciu; Jiannong Cao; Qing Li – IEEE Transactions on Learning Technologies, 2024
One of the promises of edu-metaverse is its ability to provide a virtual environment that enables us to engage in learning activities that are similar to or on par with reality. The digital enhancements introduced in a virtual environment contribute to our increased expectations of novel learning experiences. However, despite its promising…
Descriptors: Computer Simulation, Educational Technology, Learning Processes, Socialization
Candace Walkington; Mitchell J. Nathan; Wen Huang; Jonathan Hunnicutt; Julianna Washington – Educational Technology Research and Development, 2024
The emergence of immersive digital technologies, such as shared augmented reality (shAR), virtual reality (VR) and motion capture (MC) offers promising new opportunities to advance our understanding of human cognition and design innovative technology-enhanced learning experiences. Theoretical frameworks for embodied and extended cognition can…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Motion
Daniela Decker; Martin Merkt – Journal of Computer Assisted Learning, 2024
Background: Virtual reality (VR) offers much potential for learning, but it challenges learners' orientation. Objectives: This paper investigates whether it is possible to use light or movement cues to facilitate orientation in a search task in a desktop-VR environment so that participants can better attend to the learning content presented…
Descriptors: Cues, Educational Technology, Computer Simulation, Light
Peng Zhang; Jiangxu Li; Su Cai – British Journal of Educational Technology, 2025
Augmented reality (AR) games offer significant potential to enhance learning experiences, yet the impact of when these games are introduced during the educational process remains underexplored. This study explored how the timing of providing the AR game influenced learners' achievement, satisfaction and acceptance. Using a quasi-experimental…
Descriptors: Simulated Environment, Computer Simulation, Educational Technology, Educational Games
Candace Walkington; Mitchell J. Nathan; Wen Huang; Jonathan Hunnicutt; Julianna Washington – Grantee Submission, 2023
The emergence of immersive digital technologies, such as shared Augmented Reality (shAR), Virtual Reality (VR) and Motion Capture (MC) offers promising new opportunities to advance our understanding of human cognition and design innovative technology-enhanced learning experiences. Theoretical frameworks for embodied and extended cognition can…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Motion
Shilpi Harnal; Gaurav Sharma; Anupriya; Anand Muni Mishra; Deepak Bagga; Nikhil Saini; Pankaj Kumar Goley; Kumar Anupam – Journal of Computer Assisted Learning, 2024
Background: An innovative and interactive real-world environment can be presented with augmented reality (AR) that comprises digital visual elements, audio, or other sensory information delivered via technology to enhance one's experience. AR has numerous potential applications in various everyday fields. The education sector is one such arena…
Descriptors: Bibliometrics, Computer Simulation, Artificial Intelligence, Educational Technology
Abdallah A. Alnajjar; Mohamed Ibrahim – International Journal on Social and Education Sciences, 2024
This study aims to examine the effectiveness of collaborative learning, augmented reality, and learning cycle models on students' language success. This study employed meta-analysis methodologies to examine data derived from 54 studies with a sample size of 2,837 participants in Turkey. The data sources were obtained from online database searches…
Descriptors: Instructional Effectiveness, Teaching Methods, Cooperation, Computer Simulation
Insook Han; Timothy Patterson; Hyangeun Ji; Joseph Eisman – Journal of Interactive Learning Research, 2024
This study explored the use of immersive virtual reality enhancing university students' presence and empathy in relation to their immersive tendencies. With a first-person narrative delivered through a head-mounted display, a high-immersion virtual reality (VR) was expected to provide engaging embodied experiences, impacting the way students…
Descriptors: Computer Simulation, Empathy, Experiential Learning, Visual Aids
Laura Claudia Johanna Pflieger; Christian Hartmann; Maria Bannert – Discover Education, 2024
In the rapidly evolving landscape of educational technologies, Immersive Virtual Reality (iVR) stands out as a transformative tool for teaching and learning. The learner must actively engage, particularly when visual and auditory knowledge information is presented simultaneously. Generative learning strategies support learners in processing and…
Descriptors: Computer Simulation, Knowledge Level, Information Technology, Imagination
Aitor Ruiz de la Torre Acha; Rosa María Rio Belver; Javier Fernandez Aguirrebeña; Christophe Merlo – Education & Training, 2024
Purpose: This study explores the impact of new technologies, such as simulation and virtual reality, on the pedagogy and learning of engineering students. It aims to compare the effectiveness of these digital tools against traditional teaching methods in enhancing student learning experiences. Design/methodology/approach: Utilizing a quantitative…
Descriptors: Computer Simulation, Information Technology, Engineering Education, Learning Processes
Raffaele Di Fuccio; Joanna Kic-Drgas; Joanna Wozniak – Smart Learning Environments, 2024
This paper addresses the limited exploration of the impact of virtual and augmented reality on the learning process, particularly within the context of foreign language learning among young learners. Motivated by this research gap, the EULALIA, conducted from 2019 to 2023 (2019-1-IT02-KA203-063228), sought to evaluate the efficacy of integrating…
Descriptors: Computer Simulation, Computer Oriented Programs, Second Language Learning, Cultural Awareness
Mulders, Miriam – International Association for Development of the Information Society, 2022
Theoretical background: Learning in virtual realities (VR) has become increasingly important. In this context, VR appears to be particularly conducive to affective learning objectives, such as perspective-taking in VR actors. Previous research has often focused on investigating cause-effect relationships that focus on the direct effects of…
Descriptors: Computer Simulation, Grade 8, Grade 9, Visual Aids
Palanci, Abdulkadir; Turan, Zeynep – International Journal of Curriculum and Instructional Studies, 2021
This study aimed to examine the methodological trends of studies using the Augmented Reality (AR) technology in mathematics education and reveal basic findings obtained from the studies. In this context, a systematic review process was conducted in the Web of Science database and 86 studies obtained as a consequence were reviewed. In this…
Descriptors: Computer Uses in Education, Computer Simulation, Mathematics Education, Learning Processes
A Study on the Users' Experience in Learning Using a Virtual Reality Laboratory for Medical Sciences
Nur Effatul Fairuz Zainal Apandi; Nur Azlina Mohamed Mokmin; Regania Pasca Rassy – International Society for Technology, Education, and Science, 2023
As a result of the worldwide dissemination of COVID-19, educational institutions across the globe, particularly those that serve students in the field of science, have been mandated to close their doors. Consequently, educators and students have increasingly relied on educational technology to obtain a diverse array of resources. This research…
Descriptors: Usability, Computer Simulation, Laboratories, Medicine
Buditjahjanto, I. Gusti Putu Asto – Journal of Technology and Science Education, 2022
The use of simulation tools has been widely used to learn something. Simulation tools have the advantage of imitating a process similar to the actual situation. But there are only a few researches that examine the students' engagement in using simulation tools in the learning process so that it affects the student learning outcomes. This research…
Descriptors: Computer Interfaces, Computer Simulation, Computer Uses in Education, Electronic Learning