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Feyzi Kaysi – International Journal of Technology in Education and Science, 2025
Due to the frequent utilization of technological applications in contemporary times, the quality of educational processes is rapidly evolving. This study examines students' experiences through simulation software applications. A mixed-method design is employed due to the combined use of qualitative and quantitative data collection methods.…
Descriptors: Computer Simulation, Computer Software, Learning Processes, Technology Uses in Education
Seuth Borliboune; Kongmengvang Chuechor; Thonglith Vilaysane; Souliya Keovilaysack – Malaysian Online Journal of Educational Sciences, 2025
This study investigates the influence of computer-based simulations on students' academic achievement and attitudes toward learning Direct Current (DC) circuits in physics. A quasi-experimental design was employed, involving 40 secondary school students divided into an experimental group (20 students) and a control group (20 students). The…
Descriptors: Computer Simulation, Physics, Electronic Equipment, Academic Achievement
Shufan Yu; Qingtang Liu; Jiaxu Liu; Jingjing Ma; Yuanyuan Yang – Education and Information Technologies, 2024
While augmented reality (AR) technology has shown the potential to facilitate students' hands-on activities, few studies have explored its effectiveness in acoustic topics. This paper introduces an AR-based application for learning about the Doppler effect and investigates its educational effectiveness on students' learning achievement, interest,…
Descriptors: Computer Simulation, Educational Technology, Acoustics, Scientific Concepts
Zehui Zhan; Yao Tong; Xixin Lan; Baichang Zhong – Interactive Learning Environments, 2024
In recent years, Game-Based Learning (GBL) has been widely adopted in various educational settings. This paper aims to review empirical studies that adopt GBL in the field of AI education and explore its future research perspectives. After a systematic keyword search in the online database and a snowballing approach, a total of 125 empirical…
Descriptors: Game Based Learning, Robotics, Teaching Methods, Artificial Intelligence
Jordan Tinsley; Amanda Stead; Brittany Halladay – Perspectives of the ASHA Special Interest Groups, 2024
Purpose: This study aimed to explore students' learning outcomes as a result of participating in a simulated aphasia escape room related to (a) the development of aphasia assessment and treatment self-efficacy, (b) students' perceptions of the experience, and (c) overall student performance on escape room tasks. Method: Thirty-six first-year…
Descriptors: Self Efficacy, Aphasia, Graduate Students, Computer Simulation
Chih-Ming Chen; Ming-Yan Huang – International Journal of STEM Education, 2024
Background: Computational thinking (CT) is crucial to fostering critical thinking and problem-solving skills. Many elementary schools have been cultivating students' CT through block-based programming languages such as Scratch using traditional teacher-centered teaching methods. However, the approach excessively relies on teacher lectures, so the…
Descriptors: Computation, Thinking Skills, Programming, Learning Processes
Hyunhwa Chang; Jinsoo Park; Jihae Suh – Education and Information Technologies, 2024
Artificial intelligence (AI) technology significantly impacted educational institutions, and AI application in education brought new perspectives to develop improved technology-enhanced learning systems. Recently, novel approaches in technology-enabled learning utilizing virtual reality (VR) instead of traditional multimedia materials, digital…
Descriptors: English Language Learners, Elementary School Students, Computer Simulation, Second Language Instruction
Gayathri Sadanala; Xinhao Xu; Hao He; Jhon Bueno-Vesga; Shangman Li – Distance Education, 2025
With the increasing use of virtual reality (VR) technology in education, it is crucial to understand the factors that affect its effectiveness. One area where VR has been utilized is in online orientation, which can be especially beneficial for distant students to start their university programs. This study examines the impact of the learner…
Descriptors: Distance Education, Educational Technology, Technology Uses in Education, Program Effectiveness
Kularatne, W. D.; Dissawa, Lasanthika H.; Ekanayake, T. M. S. S. K.; Ekanayake, Janaka B. – Online Submission, 2022
The students following Engineering disciplines should acquire a conceptual understanding of the concepts and the processors and attitudes. There are two recognizable learning environments for students: classroom and laboratory environments. With the COVID-19 Pandemic, both environments merged to online environments, impacting students' processes…
Descriptors: Experiential Learning, COVID-19, Pandemics, Electronic Learning
Xingyu Geng; Yu-Sheng Su – International Journal of Science and Mathematics Education, 2024
The metaverse offers unique opportunities for K-12 students to learn STEM subjects in online and blended settings, providing interactive and authentic experiences. Although previous studies have produced mixed findings on the influence of the metaverse on perceptions and academic achievement of online and blended STEM learning, it is necessary to…
Descriptors: Elementary Secondary Education, Educational Technology, Technology Uses in Education, STEM Education
Kan'an, Ashraf; Jdaitawi, Malek; Toson, Abeer; Ghanem, Reham – International Journal of Learning and Change, 2023
Augmented reality (AR) has become a potential technology tool to improve the learning experiences among students with special needs. The purpose of this study was to examine the effects of learning materials using AR technology activities on the learning experiences of students with special needs. In this study, a quasi-experimental study is…
Descriptors: Instructional Effectiveness, Computer Simulation, Educational Technology, Student Experience
Morris Gellisch; Juliane Cramer; Justin Trenkel; Franziska Bäker; Martin Bablok; Gabriela Morosan-Puopolo; Thorsten Schäfer; Beate Brand-Saberi – Anatomical Sciences Education, 2025
In recent years, there has been a growing trend toward the digitization of education, highlighting the need to understand how different learning modalities impact medical student outcomes. This study analyzes user behavior among medical students in Microscopic Anatomy, focusing on preferences for digital versus face-to-face guided self-study. A…
Descriptors: Educational Technology, Technology Uses in Education, Anatomy, In Person Learning
Yu-Ching Chen – Innovations in Education and Teaching International, 2025
Occupational safety and health education is usually lecture-based, and students generally have limited retention. Immersive virtual reality (IVR) facilitates students to learn and explore more actively in safe environments. However, learning with the aid of IVR may not guarantee better learning achievement, practical skills, and positive…
Descriptors: Occupational Safety and Health, Computer Simulation, Educational Technology, Technology Uses in Education
Wasan Watkraw; Thosporn Sangsawang – Turkish Online Journal of Educational Technology - TOJET, 2023
The objectives of this study were to: 1) investigate the efficiency of an augmented reality media on Thai rice products for upper secondary level (Grades 10-12) students in Pathum Thani province, 2) compare students' achievements before and after learning through the augmented reality media on Thai rice products for upper secondary level (Grades…
Descriptors: Foreign Countries, Artificial Intelligence, Food, Computer Simulation
Omurtak, Esra; Zeybek, Gulcin – Journal of Education in Science, Environment and Health, 2022
In this study, it was aimed to determine the effect of activities based on augmented reality applications in 9th grade biology lesson on students' achievement and motivation towards biology lesson and to get students' opinions about the applications. In the study, mixed method was used. The study group of the research consisted of students of two…
Descriptors: Computer Simulation, Technology Uses in Education, Biology, Academic Achievement