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Jingying Chen; Junlin Hu; Kun Zhang; Xiao Zeng; Yuhao Ma; Wenrui Lu; Kai Zhang; Guangshuai Wang – Interactive Learning Environments, 2024
Virtual reality (VR) technology has shown great potential on intervention of social skills for children with autism spectrum disorder (ASD). This review aimed to review the application of VR in current social skills intervention targeting autistic children and evaluate its effect. After searching and screening three databases, we found 20 papers…
Descriptors: Computer Simulation, Interpersonal Competence, Skill Development, Autism Spectrum Disorders
Eden, Sigal; Leibovitz-Ganon, Keren – Deafness & Education International, 2022
The study aimed to improve sequential time perception among deaf and hard-of-hearing (DHH) children with and without cochlear implants (CIs) by administering an intervention programme using virtual-reality (VR) technology. The study included 55 children 7-10 years old who were divided into 3 groups: DHH children with CIs, DHH children without CIs,…
Descriptors: Deafness, Hearing Impairments, Assistive Technology, Children
Geraldine P. Kiefer-Necklen – ProQuest LLC, 2024
Nursing educators are challenged to find strategies that will develop critical thinking and clinical judgment abilities in students. As technology has advanced, the use of virtual simulation platforms has increased in use in nursing courses. This study examined the effect of a pilot virtual simulation intervention on critical thinking and clinical…
Descriptors: Nursing Education, Computer Simulation, Critical Thinking, Thinking Skills
Sirakaya, Mustafa; Sirakaya, Didem Alsancak – Online Submission, 2019
This study aimed to ascertain the effects of augmented reality training on teachers' individual innovativeness. The study group which consisted of 35 teachers utilized one group pretest-posttest experimental design. The teachers who volunteered to take part in the study received 40-hour augmented reality training. Individual Innovativeness Scale…
Descriptors: Computer Simulation, Technology Integration, Teacher Education, Teacher Characteristics
Delacruz, Stacy – TechTrends: Linking Research and Practice to Improve Learning, 2019
Students deepen their content knowledge and collaborative skills as they interact with others across the globe. In order to deepen early childhood students' awareness and understanding of the world, teachers worked with their classes to develop and share school-based virtual field trips. The researcher sought to (a) identify the steps to create a…
Descriptors: Field Trips, Educational Technology, Technology Uses in Education, Computer Simulation
Pombo, Lúcia; Marques, Margarida Morais – International Association for Development of the Information Society, 2018
Augmented Reality (AR) technology and games can enhance motivation for learning. When combined with mobile devices, AR technology can promote authentic learning in outdoor environments, such as urban parks. These spaces can be used for Science Education, particularly, for environmental education and nature conservation. The EduPARK project…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Educational Games
Plancher, G.; Tirard, A.; Gyselinck, V.; Nicolas, S.; Piolino, P. – Neuropsychologia, 2012
Most neuropsychological assessments of episodic memory bear little similarity to the events that patients actually experience as memories in daily life. The first aim of this study was to use a virtual environment to characterize episodic memory profiles in an ecological fashion, which includes memory for central and perceptual details,…
Descriptors: Computer Simulation, Alzheimers Disease, Diseases, Identification
Rodrigues, Susan; Gvozdenko, Eugene – Center for Educational Policy Studies Journal, 2011
It is argued that multimedia technology affords an opportunity to better visualise complex relationships often seen in chemistry. This paper describes the influence of chemistry simulation design facets on user progress through a simulation. Three versions of an acid-base titration simulation were randomly allocated to 36 volunteers to examine…
Descriptors: Learner Engagement, Teaching Methods, Chemistry, Computer Simulation
Cheng, Meng-Tzu; Annetta, Leonard; Folta, Elizabeth; Holmes, Shawn Y. – International Journal of Science Education, 2011
"Drugs and the Brain: A Serious Game," a prototype museum exhibit, was designed to employ virtual models of the brain into a video game format. It was done to create a fun and engaging way of conveying knowledge and concepts about neuroscience, as well as the impact of methamphetamine abuse on the brain. The purpose of this study is to…
Descriptors: Video Games, Narcotics, Prevention, Drug Abuse