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Showing 1 to 15 of 21 results Save | Export
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Potsirin Limpinan; Thada Jantakoon; Somsuk Trisupakitti – Higher Education Studies, 2025
This study examines learners' acceptance of an immersive STEAM-based microlearning environment from the perspective of the Technology Acceptance Model (TAM), utilizing Partial Least Squares Structural Equation Modeling (PLS-SEM) as the primary analytical approach. While immersive technologies such as virtual reality (VR) and augmented reality (AR)…
Descriptors: Art Education, STEM Education, Foreign Countries, Undergraduate Students
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Eunhye Flavin; Moon Chung; Sunghwan Hwang; Matthew T. Flavin – Educational Technology Research and Development, 2025
Area measurement is a foundational component across STEM fields. The area formula offers limited insight for children trying to develop their area measurement reasoning skills, particularly when dealing with composite shapes. Spatial structuring, where children explore structural units of a 2D space, is an alternative approach. However, poor…
Descriptors: STEM Education, Geometric Concepts, Thinking Skills, Computer Simulation
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Dionafer Bangga-Modesto – Science Education International, 2024
This study aimed to investigate the perception of STEM students (n = 147) on using mobile Augmented Reality (AR) across gender and learning styles in physics online classes. It utilized embedded mixed-method research and purposive sampling. An instrument named Students Perception in Integrating Mobile AR in Physics Class was developed and has…
Descriptors: Student Attitudes, Simulated Environment, Handheld Devices, Computer Simulation
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Sheng-Ming Wang; Muhammad Ainul Yaqin; Vu Hong Lan – IEEE Transactions on Education, 2024
Contribution: This research provides insights into the applications of virtual reality (VR) in learning spatial reasoning, which could be utilized and developed in educational frameworks and settings, especially in science, technology, engineering, arts, and mathematics (STEAM), and other aspects. Background: Spatial reasoning and VR are essential…
Descriptors: Spatial Ability, Abstract Reasoning, Thinking Skills, Computer Simulation
Jing Wen – ProQuest LLC, 2022
Though research efforts have been conducted to understand the strategies to increase female participation in STEM and relevant areas, including the construction field, still the desired outcomes have not been forthcoming. This study proposes to explore the innovative use of 360-degree immersive environments powered by virtual characters to tell…
Descriptors: Females, STEM Education, Construction Industry, Student Recruitment
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Tilanka Chandrasekera; Tutaleni Asino; Nicole Colston – Design and Technology Education, 2025
This study examines how culturally grounded and immersive design pedagogies can enhance STEM engagement for Native American middle school students, integrating Place-Based Education (PBE), Culturally Relevant Teaching (CRT), and Problem-Based Learning (PBL). Utilizing Virtual and Augmented Reality (VR and AR) and 3D printing, the project aimed to…
Descriptors: STEM Education, Place Based Education, American Indian Students, Middle School Students
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Su, Chung-Ho – Journal of Baltic Science Education, 2019
As people attach increasing importance to the learning environment and design of teaching materials in STEM, how to design teaching materials that enable students to seamlessly integrate the learning of scientific investigation, engineering design, mathematical reasoning, and technical skills has become increasingly important. The purpose of this…
Descriptors: STEM Education, Intention, Computer Simulation, Simulated Environment
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T. Lee; Y. Wen; M. Y. Chan; A. B. Azam; C. K. Looi; S. Taib; C. H. Ooi; L. H. Huang; Y. Xie; Y. Cai – Interactive Learning Environments, 2024
This study investigates the use of virtual and augmented reality (VAR) in higher education on students' self-efficacy in science and engineering, and academic performance. An innovative VAR classroom is set up as an immersive and interactive learning environment at Nanyang Technological University for curriculum-based learning. This classroom is…
Descriptors: Computer Simulation, STEM Education, Universities, Physical Environment
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Çeken, Burç; Taskin, Nazim – Smart Learning Environments, 2022
Current literature mainly focused on one or two multimedia learning principles in traditional learning environments. Studies on multimedia learning principles in AR and VR environments are also limited. To reveal the current situation and gaps of the multimedia learning principles in different learning environments, it is necessary to extend their…
Descriptors: Multimedia Instruction, Multimedia Materials, Educational Principles, Educational Environment
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Lúcia Pombo; Margarida M. Marques – International Association for Development of the Information Society, 2022
This study used Bloom's Revised Taxonomy to examine 30 questions produced for a mobile quiz game with augmented reality contents to be explored in a formal learning context, in an urban green park, in Portugal. The game was co-created by 14 in-service teachers involved in a 50h training that aimed to promote the collaborative development of open…
Descriptors: Educational Games, Handheld Devices, Computer Oriented Programs, Open Educational Resources
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Goff, Eric E.; Mulvey, Kelly Lynn; Irvin, Matthew J.; Hartstone-Rose, Adam – Journal of Science Education and Technology, 2018
The importance of increasing interest in the STEM disciplines has been noted in a number of recent national reports. While many previous studies have focused on such efforts inside of the formal classroom, comparatively few have looked closely at informal learning environments. We investigate the innovative use of technology in informal learning…
Descriptors: Simulated Environment, Computer Simulation, Informal Education, STEM Education
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Xinyi Wang; Mohd Nazri Bin Abdul Rahman; Mohd Shahril Nizam Shaharom – Cogent Education, 2024
Augmented reality (AR) technology is increasingly utilized in cognitive development and education of preschoolers. The Augmented Reality Integrated STEM Preschooler (ARISP) module combines AR technology with STEM (Science, Technology, Engineering, and Mathematics) in teaching and learning activity. This study aims to assess the impacts of the…
Descriptors: Foreign Countries, Preschool Education, STEM Education, Learning Activities
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Rothwell, Gregory; Shaffer, Michael – Education Sciences, 2019
eSports is a rising modality of sports entertainment in the United States and has growing implications for education. Providing competitive eSports teams in schools satisfies the growing desire to train and educate students on the skills emphasized in STEM and Career Technical Education (CTE) education, as well as in programs such as English and…
Descriptors: Educational Technology, Technology Uses in Education, Competition, Skill Development
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Wood, Charles A.; Shia, Jackie; Kudlak, Lori; Ondeck, Laura – Journal of STEM Outreach, 2020
Since 1998, educators at Wheeling Jesuit University's Challenger Learning Center and Center for Educational Technologies have created realistic live simulations of science and medical emergencies in which students act as astronauts, scientists or doctors to solve STEM problems such as diagnosing diseases, stopping epidemics, picking a safe…
Descriptors: STEM Education, Videoconferencing, Web Sites, Educational Technology
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Bassford, Marie L.; Crisp, Annette; O'Sullivan, Angela; Bacon, Joanne; Fowler, Mark – Research in Learning Technology, 2016
Interactive experiences are rapidly becoming popular via the surge of "escape rooms"; part game and part theatre, the "escape" experience is exploding globally, having gone from zero offered at the outset of 2010 to at least 2800 different experiences available worldwide today. CrashEd is an interactive learning experience that…
Descriptors: Learning Experience, STEM Education, Crime, Interaction
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