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Yafeng Zheng; Shebing Sun; Yang Yang; Chang Xu – Research in Science Education, 2024
This study explored the differences in the effects of directive versus reflective feedback on elementary school students' conceptual understanding and epistemological beliefs in a simulation-based online science inquiry environment, by comparing more fine-grained differences in the inquiry behaviors of students who received the two types of…
Descriptors: Feedback (Response), Elementary School Students, Scientific Concepts, Epistemology
Mario Wolf; Michael Montag; Heinrich Söbke; Florian Wehking; Christian Springer – Electronic Journal of e-Learning, 2024
Escape rooms are an established game genre that has become popular in educational contexts in recent years. Digital escape rooms are variations, which use digital environments and may be played by participants not present on site. Compared to physical escape rooms, digital escape rooms are characterised by lower implementation and application…
Descriptors: Computer Simulation, Web Sites, Educational Games, Puzzles
Luo, Yan; Du, Huan – Smart Learning Environments, 2022
With advantages such as ease of use and low cost, desktop virtual reality (VR) technologies are increasingly being used in practical learning. This study aims to clarify the relationship among students' self-efficacy, goal orientation, technology acceptance [e.g., perceived usefulness (PU) and perceived ease of use (PEOU)] and learning behavior,…
Descriptors: Electronic Learning, Computer Simulation, Self Efficacy, Goal Orientation
Free, Nicholas; Menendez, Hector M., III; Tedeschi, Luis O. – Education and Information Technologies, 2022
The lack of real-life experiences, such as handling livestock at a production facility (e.g., ranch), exists for a variety of reasons such as availability, liability, time, and cost, amongst others. As more students enter undergraduate animal science programs without prior exposure to animal handling, the necessity for more hands-on, real-life…
Descriptors: Educational Games, Animal Husbandry, Experiential Learning, Undergraduate Students
Yeh, Hui-Chin; Tseng, Sheng-Shiang; Heng, Leechin – Interactive Learning Environments, 2022
Intracultural learning has been neglected in English curricula in Taiwan since textbooks as an important learning resource have been mainly focused on English linguistic content and developing students' language skills and and target culture to develop students' language skill. This study investigated how making VR content helped students enhance…
Descriptors: English (Second Language), Second Language Learning, Multicultural Education, Computer Simulation
Ali, Numan; Ullah, Sehat; Khan, Dawar – Education and Information Technologies, 2022
Virtual Chemistry Laboratories (VCLs) are used as an alternative to the physical laboratories, where users can enhance their performance for hands-on chemistry experiments. However, cognitive load and other issues make the VCLs impractical. The issue of cognitive load arises due to the complexity of the environment by displaying a number of…
Descriptors: Cognitive Processes, Difficulty Level, Electronic Learning, Chemistry
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
Fakih, Maria – Research in Post-Compulsory Education, 2023
The global pandemic has changed the mode of delivering lessons. Adult learners have missed and continue to miss the hands-on learning activity, which is a form of experiential learning. When it comes to teaching three-dimensional, geometric shapes (3D), learners often benefit from handling and manipulating concrete shapes. This study examined the…
Descriptors: Computer Simulation, Mathematics Instruction, Telecommunications, Handheld Devices
Draper, Duane; Alberts, Heike C.; Carnahan, Laura – Geography Teacher, 2023
High schools offering dual-credit geography options are looking for ways to enrich student experience. This article explores a university-high school collaboration, part of the University of Wisconsin Oshkosh Cooperative Academic Partnership Program (CAPP), in a dual-credit World Regional Geography course offered at Barneveld High School,…
Descriptors: High School Teachers, College Faculty, Teacher Collaboration, College School Cooperation
Huo, Yi; Wang, A'Xi; Zhao, Ying – Interactive Learning Environments, 2023
Smart education and ubiquitous learning have come over globally, especially under coronavirus regime. Visual media and interactive operation can draw children's attention and interests, so the VR educational software becomes a prominent trend for training children. However, in K12 education, the VR technology is just in its initial period. In the…
Descriptors: Student Projects, Active Learning, Computer Simulation, Preservice Teachers
Villena-Taranilla, Rafael; Cózar-Gutiérrez, Ramón; González-Calero, José Antonio; Diago, Pascual D. – Technology, Pedagogy and Education, 2023
Virtual Reality (VR) is an emerging technology with an increasing number of studies assessing its benefits in educational settings. However, there is a shortage of empirical studies aimed at evaluating the acceptance of this technology in primary education. The authors propose an extended version of the Technological Acceptance Model to examine…
Descriptors: Educational Technology, Computer Simulation, Electronic Learning, Elementary School Students
Priyanka Parekh; Joseph L. Polman; Shaun Kane; R. Benjamin Shapiro – Journal of the Learning Sciences, 2023
Background: Natureculture (Fuentes, 2010; Haraway, 2003) constructs offer a powerful framework for science education to explore learners' interactions with and understanding of the natural world. Technologies such as Augmented Reality (AR) designed to reveal pets' sensory worlds and companionship with pets can facilitate learners' harmonious…
Descriptors: Science Education, Caring, Inquiry, Summer Programs
Bahari, Akbar – Interactive Learning Environments, 2023
The purpose of this systematic review was three-fold: (a) to convey technology-assisted language learning (TALL) affordances that facilitate catering to the nonlinearity and dynamicity of the second language (L2) motivational factors, (b) to identify TALL challenges that inhibit the integration of educational technologies to enhance L2 motivation…
Descriptors: Affordances, Barriers, Technology Uses in Education, Second Language Learning
Ho Xue Li Shirley; Kean Wah Lee – International Journal of Computer-Assisted Language Learning and Teaching, 2023
Virtual and augmented reality have grown in popularity as learning tools in the workplace in recent years. This study looks at how corporate learners perceive the use of extended reality technology in the workplace. Corporate learners utilise a variety of learning technologies, and their opinions of these resources have an impact on their adoption…
Descriptors: Employee Attitudes, Workplace Learning, Simulated Environment, Computer Simulation
Xinyue Li – International Journal for Technology in Mathematics Education, 2023
Digital learning resources are commonly employed to support learning in out-of-class contexts, either as a complement to the learning in formal classrooms or as an alternative that can be used by learners to pursue personal learning goals. This study identified a significant gap in the literature concerning children's use of digital technology to…
Descriptors: Secondary School Students, After School Programs, STEM Education, Educational Technology

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