Publication Date
In 2025 | 1 |
Since 2024 | 6 |
Since 2021 (last 5 years) | 7 |
Since 2016 (last 10 years) | 10 |
Since 2006 (last 20 years) | 12 |
Descriptor
Experiential Learning | 12 |
Learning Experience | 12 |
Technology Uses in Education | 12 |
Teaching Methods | 6 |
Computer Simulation | 5 |
Educational Technology | 4 |
Foreign Countries | 4 |
Instructional Design | 3 |
Instructional Effectiveness | 3 |
Technology Integration | 3 |
Cooperative Learning | 2 |
More ▼ |
Source
Author
Badruliman Batni | 1 |
Frank Liu | 1 |
Guido Makransky | 1 |
Guthrie, Kathy L. | 1 |
Heyes, R. Clarke | 1 |
Jewitt, C. | 1 |
Jian-Guo Jiang | 1 |
Linegar, Dale | 1 |
Ly, Samie Li Shang | 1 |
Matovu, Henry | 1 |
McCracken, Holly | 1 |
More ▼ |
Publication Type
Journal Articles | 9 |
Reports - Research | 7 |
Dissertations/Theses -… | 3 |
Information Analyses | 1 |
Reports - Descriptive | 1 |
Reports - Evaluative | 1 |
Education Level
Higher Education | 4 |
Postsecondary Education | 4 |
Secondary Education | 3 |
High Schools | 1 |
Audience
Location
Australia | 1 |
California | 1 |
Canada (Montreal) | 1 |
China | 1 |
Malaysia | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Badruliman Batni; Syahrul Nizam Junaini – Education and Information Technologies, 2025
In the dynamic educational context of Malaysia, this study examines the impact of integrating Unplugged Activities (UA) with Block-Based Programming (BBP) on improving the computational thinking (CT) skills of secondary students in full boarding schools in Northern Peninsular Malaysia. Using a quasi-experimental design and mixed-methods analysis,…
Descriptors: Computation, Thinking Skills, Programming, Secondary School Students
Victoria L. Lowell; Weijian Yan – TechTrends: Linking Research and Practice to Improve Learning, 2024
Virtual reality (VR) in education has tremendous potential in providing immersive and interactive experiences for students. Immersive virtual reality (IVR) technologies and IVR learning experiences have been increasingly used in education settings to support a variety of instructional methods and outcomes by providing experiential and authentic…
Descriptors: Systems Approach, Instructional Design, Computer Simulation, Learning Experience
Jian-Guo Jiang; Qing-Shen Li; Xin Guan – Interactive Learning Environments, 2024
Experimental learning is one kind of contextual learning, which places learners in a variety of virtual or real contexts to acquire knowledge, gain ability and experience, and generates emotion through experiencing and perceiving, communicating and exploring, and self-reflecting. Applying VR technology to experiential learning involves both…
Descriptors: Experiential Learning, Computer Simulation, Global Approach, Technology Uses in Education
Nicholas Rodio – ProQuest LLC, 2024
Communication between Doctor of Physical Therapy (DPT) students and the university's academic faculty during clinical experiences throughout the DPT program can be varied. This may lead to a variety of issues going unnoticed or unreported. The qualitative case study design uses focus group and one-on-one interviews as means of data collection to…
Descriptors: Clinical Experience, Physical Therapy, Allied Health Occupations Education, Communication (Thought Transfer)
Sara Klingenberg; Robin Bosse; Richard E. Mayer; Guido Makransky – Educational Psychology Review, 2024
This study investigates the role of embodiment when learning a technical procedure in immersive virtual reality (VR) by introducing a framework based on immersion and interactivity. The goal is to determine how increasing the levels of immersion and interactivity affect learning experiences and outcomes. In a 2 × 2 factorial design, 177 high…
Descriptors: Computer Simulation, Learning Experience, Outcomes of Education, High School Students
Frank Liu – ProQuest LLC, 2024
Virtual reality (VR) provides significant opportunities for students to experience immersive education. In VR, students can travel to the international space station, or go through a science experiment at home. However, the current tactile feedback provided by these systems do not feel real. Controllers do not provide the same tactile feedback…
Descriptors: Learning Experience, Computer Simulation, Equipment, Manipulative Materials
Matovu, Henry; Ungu, Dewi Ayu Kencana; Won, Mihye; Tsai, Chin-Chung; Treagust, David F.; Mocerino, Mauro; Tasker, Roy – Studies in Science Education, 2023
The advanced visualisation and interactive capabilities make immersive virtual reality (IVR) attractive for educators to investigate its educational benefits. This research reviewed 64 studies published in 2016-2020 to understand how science educators designed, implemented, and evaluated IVR-based learning. The immersive design features (sensory,…
Descriptors: Computer Simulation, Science Instruction, Teaching Methods, Science Education
Heyes, R. Clarke – ProQuest LLC, 2019
Research indicates that online education is becoming a more prominent platform for higher education. Using a constructivist pedagogical lens, this qualitative phenomenological study was designed to explore students' learning experiences within an online masters program. The study examined the extent to which effective engagement was facilitated by…
Descriptors: Online Courses, Graduate Students, Masters Programs, Learning Experience
Ly, Samie Li Shang; Saadé, Raafat; Morin, Danielle – Journal of Information Technology Education: Innovations in Practice, 2017
Aim/Purpose: Teaching and learning is no longer the same and the paradigm shift has not settled yet. Information technology (IT) and its worldwide use impacts student learning methods and associated pedagogical models. Background: In this study we frame immersive learning as a method that we believe can be designed by pedagogical models such as…
Descriptors: Web Based Instruction, Learning Experience, Doctoral Programs, Teaching Methods
Price, S.; Jewitt, C.; Sakr, M. – Journal of Computer Assisted Learning, 2016
This paper reports an empirical study that takes a multimodal analytical approach to examine how mobile technologies shape students' exploration and experience of place during a history learning activity in situ. In history education, mobile technologies provide opportunities for authentic experiential learning activities that have the potential…
Descriptors: History Instruction, Handheld Devices, Telecommunications, Learning Activities
Guthrie, Kathy L.; McCracken, Holly – Journal of Computing in Higher Education, 2014
This article explores the use of critical reflection to facilitate the construction of knowledge resulting from participation in e-service-learning courses. Such an instructional approach integrates an interdisciplinary curricular framework with site-specific service-learning opportunities resulting in an environment richer and more accessible…
Descriptors: Reflection, Service Learning, Electronic Learning, Interdisciplinary Approach
Schutt, Stefan; Linegar, Dale – International Journal of Virtual and Personal Learning Environments, 2013
The authors' team has been working with virtual worlds since 2006, deploying them in diverse contexts including secondary schools, special schools, vocational education and training, higher education and the community sector. Here the authors outline their operational experience of the complex web of interrelated factors involved in running…
Descriptors: Virtual Classrooms, Learning Experience, Experiential Learning, Performance Factors