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Adam Dabrowski; Ayako Yokogawa – Vocabulary Learning and Instruction, 2025
Flow is described as a state in which people become so involved or engrossed in an activity that nothing else seems to matter (Csikszentmihalyi, 2009). This state of consciousness seems to occur when a person is involved in a task and seemingly unable to stop. Flow states are marked by (a) a perceived balance of skills and challenge, (b)…
Descriptors: Computer Simulation, Game Based Learning, Vocabulary, Attention
Alejandra Ruiz-Segura; Andrew Law; Sion Jennings; Alain Bourgon; Ethan Churchill; Susanne Lajoie – Journal of Computer Assisted Learning, 2024
Background: Flying accuracy is influenced by pilots' affective reactions to task demands. A better understanding of task-related emotions and flying performance is needed to enhance pilot training. Objective: Understand pilot trainees' performance and emotional dynamics (intensity, frequency and variability) based on training phase and difficulty…
Descriptors: Foreign Countries, Flight Training, Aviation Technology, Computer Simulation
Hsiu-Ling Chen; Abebayehu Yohannes; Ning-Li Hung – British Journal of Educational Technology, 2025
The escape room game is an example of digital game-based learning that has become a popular learning tool in recent years. However, not enough is known about enthusiasm for and promising reports of the use of escape rooms in education. The purpose of this study was to investigate the effects of escape room game-based civics education on eighth…
Descriptors: Game Based Learning, Computer Games, Computer Simulation, Video Games
Carolina Alcantar-Nieblas; Leonardo David Glasserman-Morales; Ernesto Armando Pacheco-Velazquez; Sergio Augusto Ramírez Echeverri – Journal of Applied Research in Higher Education, 2025
Purpose: The present study examined the psychometric properties of the EGame-flow scale in a Mexican sample, presenting evidence of construct validity (exploratory factor analysis and confirmatory factor analysis), reliability (Cronbach's alpha and McDonald's omega) and discriminant validity (mean variance extracted). Design/methodology/approach:…
Descriptors: Psychometrics, Test Validity, Test Reliability, Foreign Countries
Jafari, Esmaeil; Talebi-Abatari, Zahra; Zadeh, Morteza Rezaie; Firoozabad, Vahid Sadeghi – Journal of Educators Online, 2023
The utilization of new technologies in teaching and learning is always one of the main concerns of the educational system. The increasing development of technology has caused comprehensive changes, especially in education. In this regard, Augmented Reality (AR) is one of these important educational technologies. AR creates an interaction between…
Descriptors: Computer Simulation, Educational Technology, Program Effectiveness, Attention
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
Chaoying He; Jingying Chen; Kun Zhang – Interactive Learning Environments, 2024
Issues with joint attention, especially avoiding eye contact with others, are considered one of the core defects found in the early stages of children with autism spectrum disorder (ASD). This study is the first to use pupil reflection technology, which can be used to present an image of the participants within the virtual character's eyes on the…
Descriptors: Attention, Autism Spectrum Disorders, Symptoms (Individual Disorders), Computer Simulation
Yu-Ching Chen – Innovations in Education and Teaching International, 2025
Occupational safety and health education is usually lecture-based, and students generally have limited retention. Immersive virtual reality (IVR) facilitates students to learn and explore more actively in safe environments. However, learning with the aid of IVR may not guarantee better learning achievement, practical skills, and positive…
Descriptors: Occupational Safety and Health, Computer Simulation, Educational Technology, Technology Uses in Education
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
Hsing-Ying Tu; Silvia Wen-Yu Lee – Journal of Educational Computing Research, 2025
Learning in a virtual environment has been found to foster students' affective responses, indicating the importance of exploring the factors which affect students' learning when engaged in a virtual game. This study aimed to explore the relationships among students' epistemic curiosity, situational interest, and learning engagement in an…
Descriptors: Personality Traits, Student Interests, Learner Engagement, Computer Simulation
Raija Hämäläinen; Bram De Wever; Katriina Sipiläinen; Ville Heilala; Arto Helovuo; Sami Lehesvuori; Miitta Järvinen; Jouni Helske; Tommi Kärkkäinen – Education and Information Technologies, 2024
In an authentic flight simulator, the instructor is traditionally located behind the learner and is thus unable to observe the pilot's visual attention (i.e. gaze behaviour). The focus of this article is visual attention in relation to pilots' professional learning in an Airbus A320 Full Flight Simulator. For this purpose, we measured and analysed…
Descriptors: Eye Movements, Communities of Practice, Vision, Occupational Information
Amprasi, Evaggelia; Vernadakis, Nikolaos; Zetou, Eleni; Antoniou, Panagiotis – International Journal of Instruction, 2022
The purpose of this research was to investigate the impact of two educational interventions, a program based on Full Immersive Virtual Reality games and a Typical Training program, in Selective Attention (SA) of children aged 8-10 years old. Forty-eight girls of elementary school from the city of Komotini, in Greece, participated in this study.…
Descriptors: Computer Simulation, Elementary School Students, Program Effectiveness, Educational Games
Juan Wu; Huiting Jiang; Lifei Long; Xueying Zhang – Education and Information Technologies, 2024
As an important branch of mathematics, geometry plays a very significant role in developing students' thinking, but many students need to improve their geometric thinking abilities, especially in understanding graphics and forms. Therefore, it is worthwhile to explore techniques and methods for developing students' geometric thinking, and…
Descriptors: Picture Books, Mathematical Concepts, Elementary School Students, Geometry
Matute-Vallejo, Jorge; Melero-Polo, Iguácel – Australasian Journal of Educational Technology, 2019
This study aimed to empirically predict the degree of acceptance of an online business simulation game in an educational context. To do so, this study proposed an extended technology acceptance model that includes variables such as perceived enjoyment and flow. In addition, the moderating role of students' personal innovativeness in the technology…
Descriptors: Foreign Countries, Undergraduate Students, Business Administration Education, Computer Games
Jyoti, Vishav; Lahiri, Uttama – IEEE Transactions on Learning Technologies, 2020
Children with autism spectrum disorder (ASD) are characterized by deficits in social communication, partly attributed to the inability to pick up cues from social partners using joint attention (JA) skill. These deficits have cascading adverse effects on language acquisition and the development of cognitive skills. Therapist-mediated JA…
Descriptors: Computer Simulation, Autism, Pervasive Developmental Disorders, Children
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