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Showing 1 to 15 of 25 results Save | Export
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Shufan Yu; Qingtang Liu; Jiaxu Liu; Jingjing Ma; Yuanyuan Yang – Education and Information Technologies, 2024
While augmented reality (AR) technology has shown the potential to facilitate students' hands-on activities, few studies have explored its effectiveness in acoustic topics. This paper introduces an AR-based application for learning about the Doppler effect and investigates its educational effectiveness on students' learning achievement, interest,…
Descriptors: Computer Simulation, Educational Technology, Acoustics, Scientific Concepts
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Lin Zhong – Interactive Learning Environments, 2024
Being efficient learners is important in the modern workforce, but improved performance and cognitive load do not imply that students are efficient learners. This study investigated the effectiveness of a personalized role-playing game in students' learning efficiency (LE) and mental efficiency. Results showed that students in the personalized…
Descriptors: Role Playing, Game Based Learning, Program Effectiveness, Learning Processes
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Huda S. Alazmi; Ghader M. Alemtairy – Education and Information Technologies, 2024
There is increasing educational interest in immersive virtual reality (IVR) applications which aid student learning and performance. However, few empirical studies have investigated the potential for implementing the technology in middle-school social studies classrooms. This study employed a quasi-experimental approach to address this issue,…
Descriptors: Computer Simulation, Field Trips, Middle School Students, Social Studies
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Yunus Emre Avcu; Yavuz Yaman – Journal of Science Education and Technology, 2025
The aim of the research was to explore the effect of educational interventions implemented in desktop-based VR and immersive virtual reality (IVR) settings on gifted students' nature relatedness and attitudes towards environment. A a single group pretest-posttest weak experimental model was implemented. The participants involved in the study…
Descriptors: Secondary School Students, Computer Simulation, Academically Gifted, Environmental Influences
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I Gusti Putu Asto Buditjahjanto; Juki Irfansyah – Journal of Technology and Science Education, 2023
The use of computer applications as learning media has been widely used in the learning process. One such computer application is Augmented Reality. Augmented Reality has advantages in ease of use, media appeal, and mobility because it can be used on cell phones and tablets. Creative thinking is a skill that students need in solving problems in a…
Descriptors: Computer Simulation, Creative Thinking, Program Effectiveness, Academic Achievement
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AlNajdi, Sameer Mosa – Educational Technology Research and Development, 2022
Augmented reality (AR) is a new way to integrate virtual reality into the real world, and integrating AR into education offers opportunities for increasing student performance. The Saudi Ministry of Education integrated technology into its educational system by building an educational portal called iEN, which offers many technologies that support…
Descriptors: Foreign Countries, Computer Simulation, Educational Technology, Technology Uses in Education
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Yeni Erita; Yalvema Miaz; Jupriani Jupriani; Silvi Hevria; Rosmadi Fauzi – Open Education Studies, 2024
Artificial intelligence (AI) and virtual reality (VR) are interconnected, integrated technologies that help to visualize AI systems and increase the fidelity and interactivity of VR in the educational field. Using VR and AI technology, teachers can promote thinking and knowledge in learning. This research aims to analyze and highlight several…
Descriptors: Computer Simulation, Artificial Intelligence, 21st Century Skills, Elementary School Students
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Gwo-Jen Hwang; Di Zhang – Educational Technology Research and Development, 2024
The effectiveness of digital game-based language learning (DGBLL) has been recognized by scholars. With the development of computer technology and multimedia learning environments, computer agents have been widely used in game systems to provide learning guidance or assistance. A computer agent is a virtual character created in a digital learning…
Descriptors: Educational Technology, Technology Uses in Education, Game Based Learning, Computer Simulation
Drake, Eric W. – ProQuest LLC, 2022
This study was designed to identify the impact of virtual reality (VR) and the virtual reality learning environment (VRLE) on the assessment outcomes of students in a middle school life sciences unit of study. The experiment was a quantitative 2 x 3 repeated measure mixed group quasi-experimental design with three variables. The two independent…
Descriptors: Educational Technology, Computer Simulation, Middle School Students, Science Instruction
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Jieun Lim; Minhye Lee – Education and Information Technologies, 2024
Avatar use has been proposed as a method to address students' social anxiety and hesitancy to interact with other people in synchronous online environments. Nonetheless, there is a dearth of research examining the effects of avatar-based interactions on students' emotions and motivation. A quasi-experimental research was conducted to examine the…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Program Effectiveness
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Tuli, Neha; Singh, Gurjinder; Mantri, Archana; Sharma, Shivam – Smart Learning Environments, 2022
In an era where technology is being used more and more in daily life, the potential and effective use of technology is becoming increasingly vital in education. Engineering education necessitates the use of technology to assist students in understanding abstract concepts and principles. Augmented reality (AR) is a technology that can be used to…
Descriptors: Computer Simulation, Engineering Education, Technology Uses in Education, Teaching Methods
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Al-Amri, Aisha Bleyhesh; Almaghrabi, Fayzah Mohammad – Journal of Educational Technology, 2020
The study aimed to investigate the effectiveness of a program based on Blended Learning in developing the skills of producing the Augmented Reality Technology among student of Saudi Universities. In order to achieve the objective of the study, descriptive analysis and quasi- experimental design was followed. The study sample was represented in…
Descriptors: Program Effectiveness, Blended Learning, Skill Development, Computer Simulation
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Capelo, Carlos; Pereira, Renato – International Association for Development of the Information Society, 2021
Simulation-based learning environments have been proposed by researchers, as educational tools to support learning in complex business systems. However, studies have evidenced that subjects may nevertheless have great difficulty understanding and managing dynamic systems. Previous research has revealed positive learning and performance effects of…
Descriptors: Computer Simulation, Teaching Methods, Educational Technology, Technology Uses in Education
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Vu, Phu; Fisher, Christine E. – Open Praxis, 2021
This study attempted to examine whether academic performance of pre-service teachers (PST) in virtual field experiences was the same as that of their peers in the previous semester who had regular face-to-face field experiences. Data for this study included PST' scores in three course sections in the Spring 2020 semester at a mid-size public…
Descriptors: Preservice Teachers, Preservice Teacher Education, Academic Achievement, Computer Simulation
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Nesenbergs, Krisjanis; Abolins, Valters; Ormanis, Juris; Mednis, Artis – Education Sciences, 2021
In this systematic umbrella review we aggregate the current knowledge of how virtual and augmented reality technologies are applicable to and impact remote learning in higher education; specifically, how they impact such learning outcomes as performance and engagement in all stages of higher education from course preparation to student evaluation…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, COVID-19
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