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Meehyun Yoon; Koun Choi; Seonghye Yoon; Il-Hyun Jo – Journal of Computer Assisted Learning, 2024
Background: Virtual reality (VR) is becoming increasingly accessible and being utilized in various organizations to meet education and training needs. Despite its potential, research regarding VR applications has focused on measuring the effectiveness of VR programs relative to non-VR programs; consequently, the ways in which VR programs are…
Descriptors: Computer Simulation, Training, Program Effectiveness, Training Methods
Sajjad Farashi; Saeid Bashirian; Ensiyeh Jenabi; Katayoon Razjouyan – International Journal of Developmental Disabilities, 2024
Background: People with autism spectrum disorder (ASD) have difficulties recognizing emotions. Studies showed that virtual reality (VR) and computerized training programs might be used as potential tools for enhancing emotion recognition in such people. However, some inconsistencies were observed between the studies. Objective: In the current…
Descriptors: Computer Simulation, Training, Emotional Response, Autism Spectrum Disorders
Jiaqi Yu; André R. Denham – British Journal of Educational Technology, 2024
Mental rotation is the ability to mentally rotate two-dimensional and three-dimensional objects in one's mind. Previous studies have examined the relationship between mental rotation abilities and embodied cognition. However, conflicting findings underscore the necessity for further investigation. This study aims to investigate how different…
Descriptors: Spatial Ability, Visualization, Training, Computer Simulation
Alvaro M. Lozano-Tarazona; Diego Mauricio Rivera Pinzón – Interactive Learning Environments, 2024
This study is related to the transfer of the header motor skill in soccer from a virtual reality (VR) sport's training to the real world. A total of 61 children (37 females) between 9 and 11 years of age were distributed into three groups: a control group without training; a second group that was trained in an original VR environment developed by…
Descriptors: Team Sports, Psychomotor Skills, Skill Development, Computer Simulation
Amy Meenaghan; Iris van Sintemaartensdijk – Smart Learning Environments, 2024
XR technology (an umbrella term that incorporates virtual reality (VR), augmented reality (AR), mixed reality (MR), and in some opinions, 360 immersive video) offers considerable potential for supporting learning in the criminal justice sector. The use of XR can allow students and trainees to experience hard-to-reach, risky and dangerous…
Descriptors: Computer Simulation, Video Technology, Technology Uses in Education, Educational Technology
Effects of Virtual Reality on Creativity Performance and Perceived Immersion: A Study of Brain Waves
Wang, Yen-Yin; Weng, Tz-Han; Tsai, I-Fan; Kao, Jing-Yueh; Chang, Yu-Shan – British Journal of Educational Technology, 2023
The purpose of this study was to explore the effects of virtual reality (VR) application on creative performance and immersion, evaluated through electroencephalography brain wave data to achieve accurate and robust results. In this study, 72 middle school teachers were recruited as participants, and a non-randomized control-group…
Descriptors: Computer Simulation, Brain, Middle School Teachers, Attention
Zhou, Yun; Xu, Tao; Yang, Han; Li, Shiqian – IEEE Transactions on Learning Technologies, 2022
Existing research on spatial ability recognizes the critical role played by spatial visualization and mental rotation. Recent evidence suggests that external visualization and manipulation can boost spatial thinking. The virtual environment provides an exciting opportunity so that many spatial ability training tasks based on reading printed…
Descriptors: Spatial Ability, Visualization, Computer Simulation, Training
Elizabeth C. Danielson; Matthew J. Smith; Brittany Ross; Kari Sherwood; Justin D. Smith; Marc Atkins; Neil Jordan – Journal of Special Education Technology, 2024
Virtual Reality Job Interview Training (VR-JIT) and Virtual Interview Training for Transition Age Youth (VIT-TAY) demonstrated initial effectiveness at increasing employment among transition-age youth with disabilities engaged in pre-employment transition services. We characterized activities and estimated the labor and non-labor costs required to…
Descriptors: Employment Interviews, Computer Simulation, Virtual Classrooms, Training
Cahyono, Adi Nur; Masrukan; Mulyono; Ludwig, Matthias; Jablonski, Simone; Oehler, Deng-Xin Ken – Journal on Mathematics Education, 2023
The purpose of this study is to explore how MathCityMap training for teachers can be designed and implemented in a hybrid setting. Design research has been carried out involving teachers from 34 provinces in Indonesia. A four-day model training program for indoor and outdoor activities in a hybrid setting has been designed. The core concept of…
Descriptors: Foreign Countries, Mathematics Education, Place Based Education, Learning Management Systems
Pamukcu, Bahattin Selim; Çakir, Hasan – Journal of Learning and Teaching in Digital Age, 2021
To increase the benefits of three-dimensional exercise games, the steps to develop these games need to be effective and efficient. The purpose of this study is to determine the game development model used in the design of three-dimensional games for exercise to create effective, efficient, usable, and safe games for users. In this article, studies…
Descriptors: Exercise, Games, Game Based Learning, Program Development
Pourazar, Morteza; Bagherzadeh, Fazlolah; Mirakhori, Fatemeh – International Journal of Developmental Disabilities, 2021
Aims: The purpose of this study was to investigate the effects of Virtual reality training on dynamic balance of children with spastic hemiplegic cerebral palsy (SHCP). Methods: 20 girls with SHCP (mean age = 9.4; SD =1.48) were selected from special schools and divided into the experimental and control groups. Commercially available Kinect dance…
Descriptors: Children, Cerebral Palsy, Computer Simulation, Training
Chen, Chi-Yuan – British Journal of Educational Technology, 2022
This pilot study investigated the effects of immersive virtual reality (VR) training on the classroom management ability of preservice teachers, the addition of real-time audio feedback as reinforcement and whether preservice teachers could apply their training in an actual classroom setting. We employed the Breaking Bad Behaviours' immersive VR…
Descriptors: Computer Simulation, Educational Technology, Program Effectiveness, Classroom Techniques
King, Seth A.; Dzenga, Chaidamoyo; Burch, Taneal; Kennedy, Krystal – Journal of Behavioral Education, 2021
Virtual reality (VR) places individuals within a simulated experience using an array of visual, auditory, and tactile interfaces. Research suggests VR, which facilitates the rehearsal of actual job duties and performance assessment during training, may improve professional development across a range of disciplines. Although studies incorporating…
Descriptors: Computer Simulation, Training, Behavior Change, College Students
Moon, Jewoong; Ke, Fengfeng – Interactive Learning Environments, 2021
This mixed-method study explored the treatment integrity of virtual reality (VR)-based social skill training for children with high-functioning autism (HFA). In this study, we designed a VR-based social skills training environment using Opensimulator. Data were collected through screen recordings and behavioral observations of HFA children's…
Descriptors: Autism, Pervasive Developmental Disorders, Computer Simulation, Program Effectiveness
Olivar, Ana Liza – ProQuest LLC, 2021
Nursing programs in the country are facing challenges in producing enough nurses who are safe, compassionate, and critical thinker to meet the growing demands of the health care system. Lack of clinical sites and qualified faculty are some of these challenges which resulted to a long list of applicants in the nursing programs. Nursing programs are…
Descriptors: Nursing Education, Patients, Program Effectiveness, Teacher Attitudes