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Kaitlyn M. Sorochka; Vecihi S. Zambak – Middle Grades Research Journal, 2024
Recent literature justifies the use of virtual learning in supporting middle-grades students' mathematical knowledge development and emphasizes the critical role of motivation in learning (Lo & Hew, 2020; Murphy et al., 2020; Spitzer & Musslick, 2021). Intrinsic and extrinsic motivation both play a role in learning for middle-grades…
Descriptors: Middle School Mathematics, Middle School Students, Electronic Learning, Student Motivation
Christopher Keller; Gaby Walker; Francesca Amenduni; Alice Tela; Alberto Cattaneo – Education and Information Technologies, 2025
Technological advancements are rapidly transforming education, particularly immersive technologies, such as virtual reality (VR). Despite extensive research on VR's potential to enhance learning, its effectiveness in vocational education and training (VET) remains underexplored. This study evaluates the performance of VET students using a VR…
Descriptors: Computer Simulation, Technology Uses in Education, Career and Technical Education, Academic Achievement
Ka Yan Fung; Lik Hang Lee; Kuen Fung Sin; Shenghui Song; Huamin Qu – Education and Information Technologies, 2024
With the ability to provide feedback and assistance, humanoid educational robots have been proven effective in assisting students to overcome learning challenges and enhancing individual learning outcomes. However, the strength of humanoid robots in promoting social and emotional skills has not been well investigated. Socially supportive behaviour…
Descriptors: Robotics, Man Machine Systems, Educational Technology, Language Acquisition
Bunari; Isjoni; Asyrul Fikri; Yuliska – Journal of Education and Learning (EduLearn), 2025
This research aims to investigate the impact of using augmented reality (AR) at Muara Takus Temple as a source of history learning for students' historical understanding. Experimental research methods were involved in this research. 88 secondary school students were used as samples. They were split into two groups, the experimental group and the…
Descriptors: Foreign Countries, Secondary School Students, Place Based Education, History Instruction
Malhotra, Shivani; Kumar, Amit; Dutta, Rubina – Education and Information Technologies, 2021
As a technology the effect of the Internet of Things (IoT) is so strong that it has changed the way of living. The transition is also apparent in the field of education, as statutory technical training bodies have made IoT a mandatory course in engineering education. But in terms of design and instruction, implementing this course at the…
Descriptors: College Freshmen, Student Attitudes, Learning Motivation, Internet
Zheng, Xudong; Ma, Yunfei; Yue, Tingyan; Yang, Xianmin – Educational Technology Research and Development, 2023
The purpose of this study was to investigate the effects of different types of cues and self-explanation prompts in instructional videos on intrinsic motivation, learning engagement, learning outcomes, and cognitive load, which were indicators to measure deep learning performance. Seventy-two college students were randomly assigned to one of the…
Descriptors: Cues, Reflection, Prompting, Video Technology
Dat Bao – English Language Teaching Educational Journal, 2023
The global outbreak of COVID-19 has caused tremendous disruptions in the field of education, including in Vietnam. In response to the ongoing pandemic, online learning has emerged as the primary mode of education delivery, transforming the traditional learning landscape. This article reports a study that adopts a combination of reflection and…
Descriptors: Foreign Countries, COVID-19, Pandemics, Online Courses
Tam, Frankie L. – ProQuest LLC, 2023
Executive functions (EF) are important cognitive processing skills required for planning, reasoning, problem solving and self-monitoring. It is vital to various aspects of human development from behavioral, social-emotional to academic. There is an increasing interest in identifying and developing cognitive skills training interventions. Results…
Descriptors: Educational Technology, Executive Function, Game Based Learning, Intervention
Anila Das – ProQuest LLC, 2023
This research study examined the implementation of an extended reality (XR) lab on a community college campus to facilitate student and faculty access to immersive learning resources. The study, conducted during one skills day, involved 46 students and was designed to understand if integrating immersive VR into emergency medical technician (EMT)…
Descriptors: Educational Innovation, Community Colleges, Community College Students, Computer Simulation
Mullen, Amanda – ProQuest LLC, 2022
Motivating students to learn and engaging them in the learning process is a constant struggle among teachers. The lack of motivation and engagement in reading lessons is one-reason elementary students are struggling to reach proficiency in reading. This systematic review used current literature to investigate the best practices seen in elementary…
Descriptors: Elementary School Students, Learning Motivation, Reading Skills, Best Practices
Wu Xiaofan; Nagaletchimee Annamalai – Contemporary Educational Technology, 2025
This investigation utilized a phenomenological approach to investigate the experience of English language educators in employing artificial intelligence (AI) tools into English language learning. The study used purposive sampling and 20 participants were interviewed. The data analysis was guided by Bronfenbrenner's (1979) ecological systems…
Descriptors: Technology Uses in Education, Artificial Intelligence, Educational Technology, Second Language Learning
Rosalyn Kelson Richards – ProQuest LLC, 2021
Many researchers have observed that gamified mixed reality learning environments (gMRLEs) can increase learner engagement, motivation, knowledge acquisition, and critical thinking. However, there is no consensus on strategies and methods for designing gMRLEs. The purpose of this qualitative Delphi study was to identify best practices in designing…
Descriptors: Best Practices, Gamification, Game Based Learning, Computer Simulation
Rueda, Christian Jonathan Angel; Godínes, Juan Carlos Valdés; Rudman, Paul Douglas – Journal of Information Technology Education: Innovations in Practice, 2018
Aim/Purpose: This paper provides a general-purpose categorization scheme for assessing the utility of new and emerging three-dimensional interactive digital environments (3D-IDEs), along with specific pedagogic approaches that are known to work. It argues for the use of 3D-IDEs on the basis of their ludic appeal and ability to provide intrinsic…
Descriptors: Affordances, Educational Technology, Computer Simulation, Virtual Classrooms
Ashtari, Sadaf; Taylor, Joseph – International Journal of Education and Development using Information and Communication Technology, 2021
The integration of game-based techniques, Internet, and mobile phone technology in teaching has been adapted recently in classes as a Game-based Classroom Response System (GCRS). Game-based technological tools can make the learning environment more appealing for students, increase their learning perception and level of engagement. This…
Descriptors: Game Based Learning, Audience Response Systems, Educational Technology, Handheld Devices
Díez-Pascual, Ana María; Díaz, María Pilar García – Education Sciences, 2020
The use of information and communication technologies (ICTs) has become a fundamental tool in all areas of today's society, including higher education. Lessons cannot be envisaged without the use of tools such as computers, tablets or mobile devices. Many lecturers use audience response systems (ARS) to keep their classes engaged. ARS software…
Descriptors: Audience Response Systems, Computer Software, Educational Technology, Game Based Learning