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Yu-Min Wang; Wan-Ching Chiu; Hsin-Hui Lin; Yi-Shun Wang; Yu-Yin Wang; I-Fan Chen – Innovations in Education and Teaching International, 2024
This study investigates the individual difference antecedents of students' behavioural intention to use VR-based learning systems, especially from an integrated perspective of Big Five personality traits and perceived physiological vulnerability to IT use (PPVITU). Data collected from 149 respondents are tested against the research model using the…
Descriptors: College Students, Computer Simulation, Human Body, Pain
Chung Sun Joo; Choi Lee Jin – TESOL Quarterly: A Journal for Teachers of English to Speakers of Other Languages and of Standard English as a Second Dialect, 2024
The aim of this study is to explore how the creation of spherical video-based virtual reality (SVVR) influences students' creativity and curiosity in project-based language learning (PBLL). Technology is widely used in various instructional contexts, and due to increasing interest in VR technologies, the current study investigated how SVVR…
Descriptors: Creativity, Personality Traits, Video Technology, Computer Simulation
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
Yang Ding; Xiaohua Zhao; Ying Yao; Chenxi He; Rui Chai; Shuo Liu – Interactive Learning Environments, 2024
The objective of this study is to propose an interactive training method based on the Unity 3D platform and to evaluate its effectiveness in comparison to a video-based training method in curbing speeding behavior and promoting road safety. Based on the attributes unique to drivers with Type A behavior patterns, this study selected 36 drivers with…
Descriptors: Program Effectiveness, Interaction, Motor Vehicles, Educational Technology
Foster, Aroutis N. – Journal of Educational Computing Research, 2011
Researchers question how and what students learn from commercial digital games. Using a concurrent mixed-methods approach, this study examined 30 students' construction of knowledge and skills while playing a commercial off-the-shelf game for 7 weeks. Quantitative data included students' background survey and pre- and post-assessments for…
Descriptors: Elementary School Students, Social Studies, Educational Games, Learning Processes
Nunes, Miguel Baptista, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2018
These proceedings contain the papers of the International Conference e-Learning 2018, which was organised by the International Association for Development of the Information Society, 17-19 July, 2018. This conference is part of the Multi Conference on Computer Science and Information Systems 2018, 17-20 July, which had a total of 617 submissions.…
Descriptors: Electronic Learning, Educational Technology, Online Courses, Educational Environment
Cheng, Meng-Tzu; Annetta, Leonard; Folta, Elizabeth; Holmes, Shawn Y. – International Journal of Science Education, 2011
"Drugs and the Brain: A Serious Game," a prototype museum exhibit, was designed to employ virtual models of the brain into a video game format. It was done to create a fun and engaging way of conveying knowledge and concepts about neuroscience, as well as the impact of methamphetamine abuse on the brain. The purpose of this study is to…
Descriptors: Video Games, Narcotics, Prevention, Drug Abuse
Annetta, Len; Klesath, Marta; Holmes, Shawn – Innovate: Journal of Online Education, 2008
Len Annetta, Marta Klesath, and Shawn Holmes describe how avatars in virtual learning environments (VLEs) can contribute to the learning experience by giving students a sense of social presence and investment in the learning community that may otherwise be difficult to access. VLEs have the potential to become the next generation of instructional…
Descriptors: Learning Experience, Computer Simulation, Virtual Classrooms, Classroom Environment
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers