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Zheng Zhong; Xiaojie Zou; Shuaizhen Jin; Kunyan Li; Jingbin Huang – Education and Information Technologies, 2025
The effective implementation of Collaborative Inquiry-based Learning (CIL) activities hinges upon the learners receiving ample support and timely feedback. Without explicit guidance from educators within the interaction design, inquiry processes, and task steps, the efficacy of learning outcomes is challenging to ensure. Virtual teachers have the…
Descriptors: Cooperative Learning, Inquiry, Virtual Classrooms, Electronic Learning
Teemu H. Laine; Woohyun Lee – IEEE Transactions on Learning Technologies, 2024
The metaverse is a network of interoperable and persistent 3-D virtual worlds where users can coexist and interact through mechanisms, such as gamification, nonfungible tokens, and cryptocurrencies. Although the metaverse is a theoretical construct today, many collaborative virtual reality (CVR) applications have emerged as potential components of…
Descriptors: Computer Simulation, Simulated Environment, College Students, Student Attitudes
Jingjing Xu; Zhongling Pi; Meng Liu; Chaoqun Ye; Weiping Hu – Instructional Science: An International Journal of the Learning Sciences, 2025
Discussion has become a crucial method of interactive learning in online collaborative environments. This study aims to identify the impact of different task motivation compositions and learning scaffolding on attention, learning performance, and behavioral patterns. The 90 Chinese undergraduate and graduate students (M[subscript age]=20.38,…
Descriptors: Foreign Countries, Undergraduate Students, Graduate Students, Scaffolding (Teaching Technique)
Yiqiu Zhou; Jina Kang; Yeyu Wang; Muhammad Ashiq – Educational Technology Research and Development, 2025
The complex processes of collaborative knowledge construction require a multimodal approach to capture the interplay between learners, tools, and the environment. While existing studies have recognized the importance of considering multiple modalities, there remains a need for a comprehensive framework that explicitly models the dynamics of…
Descriptors: Cooperative Learning, Computer Simulation, Astronomy, Network Analysis
Marko Telenius; Tuike Iiskala; Eero Laakkonen; Marja Vauras – Journal of Research in Science Teaching, 2025
The present study examines the interconnectedness of spontaneous scientific argumentation and socially shared metacognitive regulation (SSMR) during a collaborative inquiry in which students are tasked with working in a virtual learning environment for marine biological issues. From a larger dataset of 39 groups, four small student groups were…
Descriptors: Science Process Skills, Persuasive Discourse, Metacognition, Small Group Instruction
Dreamson, Neal; Park, Gayoung – International Journal of Art & Design Education, 2023
Metaverse is understood with technological terms such as augmented reality, lifelogging, mirrored worlds, and virtual worlds, and using a metaverse platform is considered an emerging form of learning. Yet, its pedagogical features, such as self-learning, collaborative learning, and learning-by-doing, are identical to those of online learning. In…
Descriptors: Educational Facilities Design, Electronic Learning, Computer Simulation, Simulated Environment
Ceylan-Dadakoglu, Sevda – Turkish Online Journal of Distance Education, 2022
This article tried to determine the students' opininons related to the use of Second Life (SL) application in higher education art and design education. In this case study conducted with 17 students selected via typical case sampling, the SL virtual platform was used as a research area. Data collection tools were included document analysis,…
Descriptors: Computer Simulation, Student Attitudes, College Students, Art Education
Wikanta, Wiwi; Suharti, Peni; Asy'ari – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2023
Students' creative thinking skills need to be developed, one of which is through learning. This research was aimed to produce Augmented Reality (AR) media based on Group Investigation (GI) practice models on various living things to improve students' creative thinking skills. This research and development using the 4-D model. However, it only…
Descriptors: Practicums, Handheld Devices, Electronic Learning, Computer Simulation
Chun-Chun Chang – Education and Information Technologies, 2025
In professional education, cultivating students' abilities in communication, cooperation, reflection, and problem solving is a crucial objective. Taking nursing student training as an example, cooperative learning involves collectively discussing the evaluation and management of first aid cases. This aims to help students comprehend their roles…
Descriptors: Professional Education, Nursing Education, Cooperative Learning, First Aid
Chen Li; Yue Jiang; Peter H. F. Ng; Yixin Dai; Francis Cheung; Henry C. B. Chan; Ping Li – IEEE Transactions on Learning Technologies, 2024
Computer-supported collaborative learning aims to use information technologies to support collaborative knowledge construction by practicing the relevant pedagogical approaches, especially in the distance learning setting. The enabling technologies are fast advancing, and the need for solutions during the COVID-19 global pandemic led to the…
Descriptors: Computer Simulation, Computer Assisted Instruction, Cooperative Learning, Technology Uses in Education
Jina Kang; Xinhao Xu; Lili Yan – Education and Information Technologies, 2025
Computer-supported collaborative learning (CSCL) environments have been developed to connect learners, whether geographically apart or together, to accomplish shared tasks collaboratively and interactively. Despite the extensive adoption of immersive technologies such as virtual or augmented reality in various educational contexts, the current…
Descriptors: Literature Reviews, Technology Uses in Education, Educational Technology, Cooperative Learning
Wang, Hsin-Yun; Sun, Jerry Chih-Yuan – Interactive Learning Environments, 2023
This study investigated student engagement and focused attention in three co-creation environments (a paper-based environment, the 2D Jamboard platform, and the CoSpaces virtual reality (VR) platform). The study utilized a quasi-experimental research design with a total of 66 tenth-grade students including 34 males (52%) and 32 females (48%) from…
Descriptors: Computer Simulation, Learner Engagement, Attention, Electronic Learning
Walkington, Candace; Gravell, Jamie; Velazquez, José A.; He, Tianyu; Hickey, George; Nathan, Mitchell J.; Cuevas, Anthony – Grantee Submission, 2021
Augmented Reality (AR) and Virtual Reality (VR) platforms now support shared, immersive experiences that enable people to directly physically and perceptually engage with mathematical objects, including shared objects. These new forms of AR/VR technology -- which we call "shared holographic AR/VR" (shAR) -- enable multiple learners to…
Descriptors: Cooperative Learning, Electronic Learning, Computer Simulation, Mathematics Education
Yoon-Sung Choi – Asia-Pacific Science Education, 2024
The purpose of this study is to propose a "modified novelty space" model for learning in virtual geological field trips. To do so, three field sites in Busan National Geopark were selected to explore geological characteristics. VR-based virtual field trips (VFTs) were developed for participation. These VFTs consisted of basic, plus, and…
Descriptors: Foreign Countries, Geology, Computer Simulation, Field Trips
Syynimaa, Kirsi; Lainema, Kirsi; Lainema, Timo – International Association for Development of the Information Society, 2022
Game-based learning (GBL) environments are shown to support open-ended inquiry, collaborative learning, shared knowledge creation and decision-making processes. The study at hand focuses on examining students' descriptions of problematic situations and collaborative learning in a virtual simulation game. We were interested in what kinds of…
Descriptors: Teamwork, Cooperative Learning, Game Based Learning, Electronic Learning

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