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Lucas Kohnke; Dennis Foung – Educational Technology & Society, 2025
This study aimed to replicate and extend Buchner and Hoffman's (2022) research on the Tell-Show-Enact-Do (TSED) approach to integrating augmented reality (AR) and virtual reality (VR) into teacher training. We conducted non-parametric Mann-Whitney U tests on the original dataset to examine the impact of age and learning design on the participants'…
Descriptors: Simulated Environment, Computer Simulation, Faculty Development, Instructional Design
Nerea López-Bouzas; M. Esther del Moral-Pérez; Jonathan Castañeda-Fernández – Education and Information Technologies, 2024
Active methodologies such as gamification, combined with emerging technologies like augmented reality, are enhancing learning environments that facilitate the development of essential competencies. Particularly, students with Autism Spectrum Disorder (ASD) require reinforcement of their Communicative Competence (CC) to activate their abilities to…
Descriptors: Communication Skills, Gamification, Autism Spectrum Disorders, Physical Environment
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
Khlomov, K. D.; Kondrashkin, A. V.; Kuzin, P. A.; Kalyakina, S. M.; Tyulkanova, K. I.; Medvedev, D. P. – Russian Education & Society, 2018
This article addresses the need for changes in current views on adolescent development. It presents observations of adolescent behavior in the online game Dragon Nest that were conducted by specialists from the Crossroads Center for Social and Psychological Adaptation and Adolescent Development, Moscow State University of Psychology and Education,…
Descriptors: Adolescent Development, Behavior, Video Games, Social Theories
Gunn, Therese; Jones, Lee; Bridge, Pete; Rowntree, Pam; Nissen, Lisa – Interactive Learning Environments, 2018
In recent years, simulation has increasingly underpinned the acquisition of pre-clinical skills by undergraduate medical imaging (diagnostic radiography) students. This project aimed to evaluate the impact of an innovative virtual reality (VR) learning environment on the development of technical proficiency by students. The study assessed the…
Descriptors: Computer Simulation, Medical Students, Simulated Environment, Educational Technology
Bautista-Mesa, Rafael; Molina Sánchez, Horacio; Ramírez Sobrino, Jesús Nicolás – Accounting Education, 2018
This paper describes an audit workplace simulation and investigates its effects on students' perceptions of competences, required as important in the auditing industry. Within the competence-based teaching framework, this training activity involves cooperative learning as it combines first-undergraduate and senior students within one team. First,…
Descriptors: Accounting, Audits (Verification), Undergraduate Students, Competence
Grechkin, Timofey Y.; Chihak, Benjamin J.; Cremer, James F.; Kearney, Joseph K.; Plumert, Jodie M. – Journal of Experimental Psychology: Human Perception and Performance, 2013
This investigation examined how children and adults negotiate a challenging perceptual-motor problem with significant real-world implications--bicycling across two lanes of opposing traffic. Twelve- and 14-year-olds and adults rode a bicycling simulator through an immersive virtual environment. Participants crossed intersections with continuous…
Descriptors: Children, Adults, Physical Activities, Perceptual Motor Coordination
Kara, Nuri; Aydin, Cansu Cigdem; Cagiltay, Kursat – Interactive Learning Environments, 2014
Because computers generally make children passive listeners, new technological devices need to support children's storytelling activities. This article introduces the StoryTech, a smart toy that includes a virtual space comprised of computer-based graphics and characters as well as a real space that involves stuffed animals, background cards…
Descriptors: Toys, Story Telling, Design, Educational Technology
Han, Jeonghye; Jo, Miheon; Hyun, Eunja; So, Hyo-jeong – Educational Technology Research and Development, 2015
Amid the increasing interest in applying augmented reality (AR) in educational settings, this study explores the design and enactment of an AR-infused robot system to enhance children's satisfaction and sensory engagement with dramatic play activities. In particular, we conducted an exploratory study to empirically examine children's perceptions…
Descriptors: Simulated Environment, Play, Robotics, Satisfaction
Kara, Nuri; Aydin, Cansu Cigdem; Cagiltay, Kursat – Interactive Learning Environments, 2014
This article introduces StoryTech, a smart storytelling toy that offers children a mixed reality environment in which to tell imaginative stories. During usability testing, an empirical study was carried out with 90 child participants. The findings indicated that StoryTech creates a rich storytelling experience, especially for ages five and six.
Descriptors: Story Telling, Toys, Educational Technology, Blended Learning
Cela-Ranilla, Jose María; Esteve-Gonzalez, Vanessa; Esteve-Mon, Francesc; Gisbert-Cervera, Merce – Journal of Educational Computing Research, 2014
In this study we analyze how 57 Spanish university students of Education developed a learning process in a virtual world by conducting activities that involved the skill of self-management. The learning experience comprised a serious game designed in a 3D simulation environment. Descriptive statistics and non-parametric tests were used in the…
Descriptors: Foreign Countries, College Students, Simulated Environment, Computer Simulation
Bryan, Rosemarie – ProQuest LLC, 2014
Students in U.S. public schools have consistently recorded substandard scores on measures of school performance in mathematics. This substandard performance could adversely affect the nation's future economic competitiveness, growth, and welfare. Educational and political leaders have sought school reforms that will result in U.S. students scoring…
Descriptors: Mathematics Instruction, Manipulative Materials, Simulated Environment, Educational Technology
Gerth, Dana A. – ProQuest LLC, 2013
Review of literature revealed a shortage of research describing the development of K-12 virtual communities and the absence of a tool to measure sense of virtual community in K-12 virtual education students. The purpose of this descriptive, quantitative study was to examine the perception of a sense of virtual community from the perspective of…
Descriptors: Simulated Environment, Educational Technology, Statistical Analysis, Student Attitudes
Keskitalo, Tuulikki – Australasian Journal of Educational Technology, 2012
Expectations for simulations in healthcare education are high; however, little is known about healthcare students' expectations of the learning process in virtual reality (VR) and simulation-based learning environments (SBLEs). This research aims to describe first-year healthcare students' (N=97) expectations regarding teaching, studying, and…
Descriptors: Foreign Countries, Adult Learning, Adult Students, Expectation
Dalgarno, Barney; Lee, Mark J. W.; Carlson, Lauren; Gregory, Sue; Tynan, Belinda – Australasian Journal of Educational Technology, 2011
This article describes the research design of, and reports selected findings from, a scoping study aimed at examining current and planned applications of 3D immersive virtual worlds at higher education institutions across Australia and New Zealand. The scoping study is the first of its kind in the region, intended to parallel and complement a…
Descriptors: Foreign Countries, Higher Education, Computer Simulation, Simulated Environment
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