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Sufiana Safiena; Yang Miang Goh – Education and Information Technologies, 2024
Traditional teaching methods like lectures can hinder the integration of theoretical knowledge and practical skills in higher education. To address this challenge, digital simulation games (DSGs) offer promising solutions through immersive and interactive learning experiences. Research shows that DSGs can motivate learners, enhance subject…
Descriptors: Authentic Learning, Undergraduate Study, Case Studies, Computer Games
Liu, Ruixue; Wang, Lei; Lei, Jing; Wang, Qiu; Ren, Youqun – British Journal of Educational Technology, 2020
The increased availability and development of immersive technologies have given students growing opportunities to engage in different educational subjects. However, there is a lack of empirical research exploring the educational influence of using Immersive Virtual Reality (IVR) in science classrooms. To address this gap, this study developed a…
Descriptors: Computer Simulation, Electronic Learning, Outcomes of Education, Academic Achievement
Zumbach, Joerg; von Kotzebue, Lena; Pirklbauer, Constanze – Journal of Educational Computing Research, 2022
Augmented Reality (AR) has become an emerging educational technology in classroom practice and science education. While most research and contemporary meta-analyses reveal benefits with regard to knowledge acquisition and motivation of Augmented Reality-based learning environments, most of the studies lack a clear and fair control condition. In…
Descriptors: Computer Simulation, Educational Technology, Science Education, Educational Environment
Research Trends on the Use of Augmented Reality Technology in Teaching English as a Foreign Language
Takkaç Tulgar, Aysegül; Yilmaz, Rabia Meryem; Topu, Fatma Burcu – Participatory Educational Research, 2022
The main aim of this research is to display research trends in studies on augmented reality (AR) in teaching English as a foreign language by using bibliometric mapping and content analysis. For this purpose, 64 studies in total published up to 2019 were accessed for bibliometric analysis. In addition, 49 articles published between 2007 and 2019…
Descriptors: Technology Uses in Education, Computer Simulation, Educational Technology, Second Language Instruction
Yeh, Yi-Lien; Lan, Yu-Ju – Educational Technology Research and Development, 2018
The importance of learner autonomy has been researched for at least two decades. However, it has been critiqued that most research mainly focused on theoretical explanations and was based on anecdotal evidence (Dalgarno and Lee in "Br J Educ Technol "41(1):10-32, 2010; Hew and Brush in "Educ Technol Res Dev" 55(3):223-252,…
Descriptors: Personal Autonomy, Technological Advancement, Case Studies, Quasiexperimental Design
Parong, Jocelyn; Mayer, Richard E. – Journal of Educational Psychology, 2018
The goals of the study were (a) to compare the instructional effectiveness of immersive virtual reality (VR) versus a desktop slideshow as media for teaching scientific knowledge, and (b) to examine the efficacy of adding a generative learning strategy to a VR lesson. In Experiment 1, college students viewed a biology lesson about how the human…
Descriptors: Science Instruction, Simulated Environment, Computer Simulation, Educational Technology
Kahyaoglu, Mustafa; Çetin, Ali – Online Submission, 2017
The purpose of this study is to investigate the effects of interactive boards applications supported by computer simulations on pre-service science teachers' self-regulated learning. Quasi-experimental research with pre test/post test control group design was used in the study. Pre-service science teachers in Siirt University, education faculty,…
Descriptors: Preservice Teachers, Science Teachers, Metacognition, Comparative Analysis
Ozonur, Mesut; Yanpar-Yelken, Tugba; Sancar-Tokmak, Hatice – Australasian Journal of Educational Technology, 2018
This study aims to compare the social presence and motivation of students taking a database II course using either the virtual world Second Life (SL) or the Enocta learning management system (LMS)/Adobe Connect. The study group consisted of 60 undergraduate sophomore students enrolled in a fully online computer programming program. Students were…
Descriptors: Online Courses, Programming, Experimental Groups, Control Groups
Ward, Tony; Falconer, Liz; Frutos-Perez, Manuel; Williams, Bryn; Johns, James; Harold, Sinead – British Journal of Educational Technology, 2016
This study compares online simulation in Second Life® (Linden Labs, San Francisco, California, USA) with equivalent face-to-face activities for three scenarios. The intention was that the three sets of activities would increase participant awareness of how psychology is applied in relation to work-based contexts. These were a Dragons' Den-style…
Descriptors: Computer Simulation, Simulated Environment, Vignettes, Psychology
Moli, Lemuel; Delserieys, Alice Pedregosa; Impedovo, Maria Antonietta; Castera, Jeremy – Education and Information Technologies, 2017
This paper presents a study on discovery learning of scientific concepts with the support of computer simulation. In particular, the paper will focus on the effect of the levels of guidance on students with a low degree of experience in informatics and educational technology. The first stage of this study was to identify the common misconceptions…
Descriptors: Computer Simulation, High School Students, Discovery Learning, Scientific Concepts
Akgün, Özcan Erkan; Istanbullu, Aslihan; Avci, Sirin Küçük – Journal of Education and Training Studies, 2017
Augmented reality (AR) is a technology to supplement existing reality with additional information, descriptions and helpful images with the help of technology and therefore ensure the reality to be perceived more qualified and well-rounded. In this study, views and comments about problems, solutions and suggestions on using AR were gathered from…
Descriptors: Foreign Countries, Teaching Methods, Phenomenology, Qualitative Research
Rota, Matthew Jones – ProQuest LLC, 2017
The relationship between experience and learning is a growing phenomenon of interest to scholars of teaching and learning. In 1938, John Dewey stated that, "all genuine education comes about through experience." Self-efficacy is the belief in one's own capabilities to produce clear levels of performance around certain tasks. Virtual…
Descriptors: Nursing Education, Self Efficacy, Screening Tests, Depression (Psychology)
Huang, Hsiu-Mei; Liaw, Shu-Sheng; Lai, Chung-Min – Interactive Learning Environments, 2016
Advanced technologies have been widely applied in medical education, including human-patient simulators, immersive virtual reality Cave Automatic Virtual Environment systems, and video conferencing. Evaluating learner acceptance of such virtual reality (VR) learning environments is a critical issue for ensuring that such technologies are used to…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Simulated Environment
Kawai, Junya; Mitsuhara, Hiroyuki; Shishibori, Masami – Interactive Technology and Smart Education, 2016
Purpose: Evacuation drills should be more realistic and interactive. Focusing on situational and audio-visual realities and scenario-based interactivity, the authors have developed a game-based evacuation drill (GBED) system that presents augmented reality (AR) materials on tablet computers. The paper's current research purpose is to improve…
Descriptors: Simulated Environment, Educational Games, Emergency Programs, Computer Simulation
Zhang, Bo; Robb, Nigel; Eyerman, Joe; Goodman, Lizbeth – International Journal of E-Learning & Distance Education, 2017
In response to the growing trend of internationalisation in education, it is important to consider approaches to help international students integrate in their new settings. One possible approach involves the use of e-Learning tools, such as virtual worlds and gamification. To maximise the potential effectiveness of such tools, it may be…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Educational Games