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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
Feng Guang; Zong Xueliang – Education and Information Technologies, 2025
Traditional higher education in folk dance faces challenges such as limited resources and uneven teaching effectiveness. The introduction of Immersive Virtual Reality (IVR) technology offers potential solutions to these issues; however, there is a lack of research to substantiate its efficacy. Therefore, this study aims to explore the application…
Descriptors: Computer Simulation, Computer Uses in Education, Folk Culture, Dance Education
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
Lisa Hammershaimb – OTESSA Conference Proceedings, 2024
Asynchronous capstone courses often lack clear opportunities for students to gain confidence in applying skills they've learned throughout their program of study. To counteract this, I developed an HR capstone simulation course. Through the experience, I learned the power of low-tech role play to reinvigorate the online capstone experience. To…
Descriptors: Capstone Experiences, Role Playing, Computer Simulation, Student Attitudes
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
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)
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
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
Eleni Meletiadou, Editor – IGI Global, 2025
Generative Artificial Intelligence (GAI) has emerged as a transformative force in higher education, offering both challenges and opportunities. The integration of AI with Education for Sustainable Development (ESD) in Higher Education has sparked a paradigm shift in teaching, learning and assessment offering both incredible opportunities and…
Descriptors: Artificial Intelligence, Technology Uses in Education, Higher Education, Sustainable Development

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