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Maurizio Costabile; Connie Caruso; Chris Della Vedova; Sheree Bailey; Layla Mahdi – Advances in Physiology Education, 2025
Science, technology, engineering, and mathematics (STEM) students are typically taught content delivered didactically and closely aligned with the laboratory demonstration of concepts, which facilitates the development of experimental skills. Because of the volume of content delivered across multiple courses, student cognitive abilities can be…
Descriptors: Computer Simulation, Computer Software, Learning Processes, Laboratory Training
Kevin Papin; Regina Kaplan-Rakowski – Computer Assisted Language Learning, 2024
Second language (L2) learning research suggests that virtual reality (VR) has the potential to enhance the development of language skills due to its immersive nature and its situated learning opportunities. This quantitative, between-subjects study compared the effectiveness of three learning conditions. University students (N = 63) studied…
Descriptors: Foreign Countries, College Students, French, Second Language Learning
Ernesto Armando Pacheco-Velázquez; Virginia Rodés-Paragarino; Sergio Augusto Ramírez-Echeverri – Smart Learning Environments, 2025
The article discusses the efficacy of game-based learning (GBL) in logistics education, specifically through an empirical evaluation of the "Logistics Simulator LOST." Recognizing the complexities of evaluating serious games--interactive serious games platforms designed for educational, purpose--the article emphasizes the need for games…
Descriptors: Foreign Countries, Undergraduate Students, Engineering Education, Game Based Learning
Orakarn Laoharutanun; Noawanit Songkram; Danupol Hoonsopon – Journal of Information Technology Education: Research, 2025
Aim/Purpose: The study investigated how immersive learning environments could be used to encourage student engagement and reuse intentions by integrating desktop augmented reality (AR) into the classroom among primary school students. Background: This paper addresses the potential applications of immersive technology for younger learners and…
Descriptors: Foreign Countries, Computer Simulation, Elementary School Students, Computer Uses in Education
Shaorong Ji; Nur Azlina Mohamed Mokmin; Jiawei Wang – Education and Information Technologies, 2025
The traditional educational approaches in art classrooms have increasingly fallen short of addressing the needs of learners in an era marked by rapid technological advancements. Augmented reality (AR), as a leading representative of these emerging technologies, has recently been integrated into traditional educational methods, repeatedly…
Descriptors: Computer Simulation, Influence of Technology, Visual Aids, Communications
Yu-Hang Li; Chien-Yuan Su; Fan Ouyang – Journal of Science Education and Technology, 2024
The use of simulations to better convey abstract scientific concepts or difficult-to-observe scientific occurrences through the manipulation of variables or virtual objects has the potential to improve student science learning. However, misconceptions or extraneous load may emerge if simulation support is insufficient. In this study, we used a…
Descriptors: Foreign Countries, Junior High School Students, Grade 7, Science Instruction
Rustam Shadiev; Xun Wang; Shusheng Shen – Education and Information Technologies, 2025
In an increasingly globalized world, developing intercultural competence in higher education is highly valued. While there has been a shift towards remote intercultural learning methods, these approaches often lack authentic and immersive experiences. To address this gap, the present study uses spherical video-based virtual reality (SVVR) to…
Descriptors: Foreign Countries, Higher Education, Computer Simulation, Simulated Environment
Feng Zhang; Gege Li; Heng Luo – Educational Technology & Society, 2025
With the development of virtual reality technology, 3D multi-user virtual environments (MUVEs) have attracted increasing research attention and are thought to bring many learning benefits in higher education. However, the widespread and sustained application of MUVEs in higher education lies in learners' intention to use them, but the mechanism…
Descriptors: Student Attitudes, Intention, College Students, Educational Technology
Evode Mukama; Prisca Byukusenge – Journal of Learning for Development, 2023
This case study is an attempt to investigate how computer simulations can contribute to engaging students' active participation in knowledge creation through chemistry learning. Empirical data were collected through interviews, a survey, and a test on secondary school student performance in Rwanda. The findings reveal four main forms of…
Descriptors: Computer Simulation, Learner Engagement, Foreign Countries, Teaching Methods
Gavin Baxter; Thomas Hainey – Interactive Technology and Smart Education, 2024
Purpose: The purpose of this paper is to evaluate undergraduate student perceptions about the application of immersive technologies for enhancing the student learning experience. This study assesses the viewpoints of students from varying multidisciplinary backgrounds about whether immersive technologies can enhance their learning experience and…
Descriptors: Student Experience, Learning Experience, Technology Uses in Education, Computer Simulation
Pedro Santos Bartolomé; Tom Van Gerven – European Journal of Engineering Education, 2025
The authors develop an educational simulation game for basic vapour-liquid equilibrium (VLE) to use in chemical engineering education, basing the design on educational guidelines from the active learning literature. The game is tested in three cohorts totalling 84 students, showing significant increase in a knowledge test of VLE, and positive…
Descriptors: Foreign Countries, Undergraduate Students, Chemical Engineering, Computer Simulation
Ziden, Azidah Abu; Ziden, Ahmad Aidil Abu; Ifedayo, Adu Emmanuel – EURASIA Journal of Mathematics, Science and Technology Education, 2022
This study aimed to determine the impact of an augmented reality (AR) application, NutricARd, on students' achievement and motivation. The mixed-methods research seeks to ascertain the influence of AR-NutricARd learning cards on the motivation and achievement of form 2 science students. There were 50 participants in this study. The NutricARd…
Descriptors: Computer Simulation, Academic Achievement, Student Motivation, Science Education
Drljevic, Neven; Boticki, Ivica; Wong, Lung-Hsiang – British Journal of Educational Technology, 2022
This paper presents the results of a study into the different facets of student engagement during interactive augmented reality experiences presented on individual tablet computers to students in early primary school. The study was conducted as part of a pilot research project "SCOLLAm," researching various approaches to learning with…
Descriptors: Learner Engagement, Computer Simulation, Educational Technology, Handheld Devices
Kim, Hyojung; So, Hyo-Jeong; Park, Ju-Yeon – Educational Technology & Society, 2022
The goal of this study was to examine the effect of engaging students in socially engaged art (SEA) education to create 3D virtual worlds for fostering creative problem-solving (CPS) skills. The study was conducted with 135 students (aged 16) of boys' high school in Korea who participated in the SEA program through four stages: Stage 1-…
Descriptors: Learner Engagement, Art Education, Computer Simulation, Creative Thinking
Makransky, Guido; Klingenberg, Sara – Journal of Computer Assisted Learning, 2022
Objective: Many industries struggle with training dynamic risk assessment, and how to bridge the gap between safety training and behavior in real life scenarios. In this article, we focus on dynamic risk assessment during a mooring operation and investigate the potential value of using immersive virtual reality (VR) simulations compared to…
Descriptors: Computer Simulation, Safety Education, Marine Education, Job Training