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Rustam Shadiev; Xuan Chen; Wayan Sintawati; Fahriye Altinay; Yan Li; Nurassyl Kerimbayev; Ahmed Tlili – Educational Technology & Society, 2025
Students are unable to view each other's VR content created with 360-degree video technology using head-mounted displays and discuss it in real-time. This limitation may confine the application of 360degree video technology in the field of intercultural learning to merely passive observation of cultural content on individual devices, thereby…
Descriptors: Video Technology, Technology Uses in Education, Computer Simulation, Cultural Awareness
Bader N. Alkahtani – American Annals of the Deaf, 2024
This research study synthesizes research on applications of artificial intelligence (AI) to transform and improve quality of life for deaf and hard of hearing students. Twenty studies were analyzed, spanning domains including AI-enabled captioning, interpreters, personalized tutors, social robots, and assistive apps. Key findings demonstrate…
Descriptors: Artificial Intelligence, Deafness, Hearing Impairments, Students with Disabilities
Chenwei Ma; Fang Wang; Yang Lv – Education and Information Technologies, 2024
Bullet screen technology enables instant interactive class communication and comments for teachers and students, even in large classes. This study explores the effect of a bullet-screen comment class on students' learning. It utilizes media and communication theory, expectation confirmation theory, and the technology acceptance model to present…
Descriptors: Foreign Countries, Educational Technology, Undergraduate Students, Correlation
Jonathan Spike – ProQuest LLC, 2024
As more and more students seek out online educational opportunities, emerging technology and platforms must provide the most effective experience for learners to expand their knowledge and skill sets. The research study aimed to investigate social presence, collaboration, and design opportunities in head-mounted, virtual reality as compared to the…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Interpersonal Relationship
Kosmaca, Jelena; Siiman, Leo A. – Physics Education, 2023
Online video experiments are a promising educational technology tool for science laboratory classes. In order to find optimal instructional designs and scenarios for using online video experiments, we need to study learners' experiences. This work describes implementation of an online interactive video experiment at the undergraduate introductory…
Descriptors: Science Experiments, Educational Technology, Science Laboratories, Laboratory Experiments
Corey Schimpf; Brian Castellani – International Journal of Social Research Methodology, 2024
Advances in the integration of smart technology with interdisciplinary methods has created a new genre, approachable modeling and smart methods -- AM-Smart for short. AM-Smart platforms address a major challenge for applied and public sector analysts, educators and those trained in traditional methods: accessing the latest advances in…
Descriptors: Technology Integration, Technology Uses in Education, Computer Oriented Programs, Artificial Intelligence
Yang Ding; Xiaohua Zhao; Ying Yao; Chenxi He; Rui Chai; Shuo Liu – Interactive Learning Environments, 2024
The objective of this study is to propose an interactive training method based on the Unity 3D platform and to evaluate its effectiveness in comparison to a video-based training method in curbing speeding behavior and promoting road safety. Based on the attributes unique to drivers with Type A behavior patterns, this study selected 36 drivers with…
Descriptors: Program Effectiveness, Interaction, Motor Vehicles, Educational Technology
John Funchess Ott Jr. – ProQuest LLC, 2023
The purpose of this mixed methods study was to implement and evaluate the impact of a virtual reality book club on the social presence of students. This research examined participants using virtual reality headsets to study the works of William Shakespeare. This study examined two research questions: (1) How does the implementation of a virtual…
Descriptors: Books, Clubs, Computer Mediated Communication, Interpersonal Relationship
Saurav Shrestha; Yongwei Shan; Robert Emerson; Zahrasadat Hosseini – IEEE Transactions on Learning Technologies, 2025
This article introduces the development process of social presence-enabled augmented reality (SPEAR) tool, an innovative augmented reality (AR) based learning application tailored for online engineering education. SPEAR focuses on a learning module of structural beam-bending, empowering users to seamlessly integrate 3-D virtual beams into their…
Descriptors: Computer Simulation, Educational Technology, Online Courses, Engineering Education
Barrett, Alex; Pack, Austin; Guo, Yajing; Wang, Ningjuan – Interactive Learning Environments, 2023
Virtual reality is a rapidly developing technology and its applications are being explored in a variety of educational fields. While an increasing amount of attention is being paid to VR as a language learning tool, there remains less research on using VR with languages other than English. Adapting the Technology Acceptance Model, this study…
Descriptors: Second Language Learning, Chinese, Educational Technology, Technology Uses in Education
Yu, Ji Hyun; Watson, Sunnie Lee – Open Learning, 2022
This study aims: (1) to investigate the different motivations and perspectives for Massive Open Online Courses (MOOCs) that targeted attitudinal learning outcomes; and (2) to categorise learner profiles in regards to their perceived attitudinal learning gains. Seven hundred and ninety-six learners from three MOOCs participated in an…
Descriptors: Online Courses, Student Attitudes, Learner Engagement, Student Characteristics
Salame, Youness; Léger, Pierre-Majorique; Charland, Patrick; Merveilleux Du Vignaux, Maÿlis; Durand, Emmanuel; Bouillot, Nicolas; Pardoen, Mylène; Deslandes-Martineau, Marion; Sénécal, Sylvain – Computers in the Schools, 2022
This research reports empirical evidence of the pedagogical benefits of using two interactive types of immersive spherical dome screens (large and small). Results are drawn from an experiment measuring the emotional, cognitive, perceptual/attitudinal states, and learning outcomes of 102 participants divided into control/experimental groups and…
Descriptors: Interaction, Teaching Methods, Educational Technology, Technology Uses in Education
Gu, Chao; Sun, Jie; Chen, Tong; Miao, Wei; Yang, Yunshuo; Lin, Shuyuan; Chen, Jiangjie – Journal of Intelligence, 2022
In terms of the teaching process of matte painting, it is essential for students to develop a sound understanding of the relationship between virtual and physical environments. In this study, first-person view (FPV) drones are applied to matte painting courses to evaluate the effectiveness of the teaching, and to propose more effective design…
Descriptors: Art Education, Painting (Visual Arts), Robotics, Aviation Technology
Hacer Efe; Ünsal Umdu Topsakal – Interactive Learning Environments, 2024
Interactive learning environments are new generation learning environments that support the use of technology in education. The most popular and most entertaining of these technological learning environments are digital games. Within the scope of the study, digital games and health education related keywords were searched in ProQuest, Web of…
Descriptors: Interaction, Educational Technology, Video Games, Health Education
Ana Eloisa Carvalho; Sara Blanc; Manuel Aguiar; Ana Cristina Torres – Educational Process: International Journal, 2024
Background/purpose: Despite progress in inclusive education policies, research has largely neglected the analysis of learning environments that are adjustable for all students. School gardens are learning environments that emphasize the broader view of participation on current perspectives of inclusion. This article discusses the possibilities and…
Descriptors: Gardening, Inclusion, Diversity, Educational Policy