Publication Date
In 2025 | 1 |
Since 2024 | 12 |
Since 2021 (last 5 years) | 29 |
Since 2016 (last 10 years) | 52 |
Since 2006 (last 20 years) | 72 |
Descriptor
Computer Simulation | 120 |
Higher Education | 120 |
Student Attitudes | 120 |
Foreign Countries | 54 |
Educational Technology | 46 |
Teaching Methods | 43 |
Computer Assisted Instruction | 39 |
Technology Uses in Education | 30 |
College Students | 28 |
Online Courses | 27 |
Electronic Learning | 23 |
More ▼ |
Source
Author
Publication Type
Education Level
Location
Australia | 14 |
Germany | 6 |
Turkey | 6 |
Indonesia | 5 |
Italy | 5 |
United Kingdom | 5 |
Thailand | 4 |
Brazil | 3 |
Czech Republic | 3 |
Denmark | 3 |
Hong Kong | 3 |
More ▼ |
Laws, Policies, & Programs
Americans with Disabilities… | 1 |
Assessments and Surveys
What Works Clearinghouse Rating
Shahla Asadi; Jordan Allison; Madhu Khurana; Mehrbakhsh Nilashi – Education and Information Technologies, 2024
Simulation-based learning (SBL) offers an extensive variety of chances to practice complex computer and networking skills in higher education and to implement diverse kinds of platforms to facilitate effective learning. Utilizing visualization and computer network simulation tools in teaching computer networking courses has been found to be useful…
Descriptors: Computer Simulation, Student Attitudes, Teaching Methods, Skill Development
Ghanbarzadeh, Reza; Ghapanchi, Amir Hossein – Technology, Knowledge and Learning, 2023
Three-Dimensional Virtual Worlds (3DVW) have significant promise for the development of teaching and learning environments. Educational communities have become interested in such virtual platforms, and this technology has widely benefited educational settings. This study aims to identify the factors that drive the acceptance of 3DVWs as means for…
Descriptors: Computer Simulation, Higher Education, College Students, Educational Technology
Jennifer Valera – ProQuest LLC, 2024
While important to many employers, a college degree does not necessarily indicate graduates' skills and competencies. Colleges need a more updated model that will allow students to acquire 21st-century workforce skills and help showcase and verify their competencies to potential employers. Digital badging emerges as a promising solution to help…
Descriptors: Higher Education, 21st Century Skills, Job Skills, Employment Potential
Firmanul C. Wibowo; Hadi Nasbey; Ubed Alizkan; Dina R. Darman; Bayram Costu; Nur Jahan Ahmad; Muhammad A. H. Bunyamin – Pegem Journal of Education and Instruction, 2024
Augmented Reality (AR) can positively impact learning and provide authentic experiences in the form of simulations by increasing enthusiasm for learning and activities in the classroom. This research aims to develop the design and effectiveness of the Augmented Reality Greenhouse Effect (ARGE) Integration Model Physics Independent Learning (MPIL)…
Descriptors: Computer Simulation, Educational Technology, Program Design, Program Effectiveness
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
Jason K. McDonald; Jonathan Balzotti; Melissa Franklin; Jessica Haws; Jamin Rowan – International Journal of Designs for Learning, 2023
In this design case, we report our design and playtest of a form of alternative reality, educational simulation that we call a playable case study (PCS). One of the features that make our simulations unique is how they are designed to implement a principle called This Is Not a Game, or TINAG, meaning that the affordances we design into the…
Descriptors: Computer Simulation, Program Design, Program Development, Barriers
Ahmad Samed Al-Adwan; Mutaz M. Al-Debei – Education and Information Technologies, 2024
The interest in metaverse technology has risen notably in higher education learning contexts. Due to the global spread of the Covid-19 pandemic, higher education institutions are now increasingly emphasising online interactive learning. Higher education institutions are currently investigating the potential of metaverse technology to enhance…
Descriptors: Technology Uses in Education, Computer Simulation, Electronic Learning, Interaction
Ratu Sarah Pujasari; Asri Siti Fatimah; Melisa Sri; Fera Sulastri – International Journal of Language Education, 2024
This study described the potential benefits of implementation of the Metaverse concept in English for Tourism course revealing views from the students' perception. This research used a qualitative descriptive case study to investigate the phenomenon of the use of metaverse at higher educational levels in the Indonesia context. During data…
Descriptors: Computer Simulation, Technology Uses in Education, English (Second Language), Second Language Instruction
Sharmeen Adnan; Amanda C. Benson; Junhua Xiao – Anatomical Sciences Education, 2025
Virtual anatomy is being increasingly adopted in anatomy education. This systematic review evaluated the literature between January 2000 and August 2024 to understand how virtual reality (VR) in Anatomy Education is implemented in Health Sciences and Allied Health, focusing on learning outcomes and student perceptions. Following registration with…
Descriptors: Computer Simulation, Anatomy, Knowledge Level, Retention (Psychology)
Emmanuel John Anagu; Oladunjoye John Abiodun; Felicia Cletus; Brown Ephraim – International Journal of Technology in Education and Science, 2024
Metaverse, an amalgamation of diverse information technologies, is seen as the future of the internet and holds promise for transforming education. Leveraging metaverse media for immersive learning has the potential to reshape education practices. Despite being a novel concept, metaverse-based education has the capacity to enrich online learning…
Descriptors: Computer Simulation, Foreign Countries, Universities, Student Attitudes
Jeanette Abrahamsen – ProQuest LLC, 2024
The purpose of this three-article dissertation is to better understand the role emerging technologies are playing in learning. This dissertation explores tools on a spectrum of reality from fully immersive virtual reality (VR), semi-immersive VR, non-immersive VR, augmented reality (AR), mixed reality (MR), and extended reality (XR). Three studies…
Descriptors: Higher Education, Educational Technology, Educational Change, Computer Simulation
Fatma Miralay – Pegem Journal of Education and Instruction, 2024
The world of art, which is mostly based on manual dexterity, has endeavored to raise the new generation of students of the future with today's technology tools. Although art education continues to be up-to-date today, it has had to adapt to technological opportunities. In the face of artificial intelligence and augmented reality applications,…
Descriptors: Artificial Intelligence, Computer Simulation, Simulated Environment, Art Education
Rodríguez, C. A.; Valderrama, Steven; Vargas, David; Eliseo, Maria Amelia; Fracchia, Claudia Carina; Roa, Katherine – Journal of Educators Online, 2023
The different commercial and open-source LMSs do not support pre-built activities for students in Augmented Reality (AR). To solve this challenge, this work combines AR technology and the Moodle platform to enhance the capabilities to motivate students during the learning process. For this, we developed and configured an AR app to receive and…
Descriptors: Case Studies, Learning Management Systems, Computer Simulation, Student Motivation
Tris Kee; Hao Zhang; Ronnel B. King – International Journal of Technology and Design Education, 2024
Immersive technology plays an increasingly important role in design education, supporting digital literacy and experiential learning in higher education, particularly in the post-COVID-19 context. Many design disciplines, such as Architecture and Landscape Design, which used to rely heavily on physical field trips, and dialogic studios as…
Descriptors: Design, Higher Education, Experiential Learning, Digital Literacy
Kluge, Murielle G.; Maltby, Steven; Keynes, Angela; Nalivaiko, Eugene; Evans, Darrell J. R.; Walker, Frederick R. – SAGE Open, 2022
Extended reality (XR) technology is an emerging teaching tool within the higher education sector. Many institutions are currently running pilot projects, primarily assessing individual XR teaching tools typically being led by innovative/technology-driven teaching staff, which may introduce a self-selection bias and may not represent the general…
Descriptors: Higher Education, Educational Technology, Technology Uses in Education, Barriers