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Melinda Russell-Stamp; Jean R. Norman; Kennedy Parker – International Journal for the Scholarship of Teaching and Learning, 2025
Role-playing using avatars has been demonstrated as effective, but it has not been compared to role-playing with a live actor. In this study, undergraduate psychology students (N=93) conducted a clinical interview in a role-play with an avatar or live actor. Mixed methods included a survey and written reflection. The study found no differences in…
Descriptors: Role Playing, Undergraduate Students, Clinical Psychology, Student Attitudes
Siu Shing Man; Yizhen Fang; Alan Hoi Shou Chan; Jiayan Han – Education and Information Technologies, 2025
With the continuous evolution of information technology shaping advancements in education, virtual reality (VR) technology has been increasingly applied to enhance English learning amongst students, aiming to boost learning efficiency and performance. This study introduced a VR technology acceptance model (TAM) to fulfil these requirements. The…
Descriptors: Computer Simulation, Technology Uses in Education, Educational Environment, Anxiety
Jennifer D. LaVanchy – ProQuest LLC, 2024
With a recent interest in virtual reality, educators have begun to explore how using technology can mitigate feelings of Foreign Language Anxiety, or FLA. For this dissertation, the author has co-created a virtual reality conversation scenario to test with novice and intermediate-level Spanish students at the University of Wyoming. The research…
Descriptors: Computer Simulation, Second Language Learning, Anxiety, Technology Uses in Education
Shufan Yu; Qingtang Liu; Jingjing Ma; Huixiao Le; Shen Ba – Interactive Learning Environments, 2023
Augmented reality (AR) recently shows great potential to facilitate students' learning, especially their learning performance and motivation. However, few studies considered learners' emotional factors such as learning anxiety, which may influence the learning results. This study aims to explore how different experimental conditions (AR &…
Descriptors: Computer Simulation, Physics, Science Instruction, Science Laboratories
Sarah Alturkustani; Ashley Durfee; Olivia F. O'Leary; Siobhain M. O'Mahony; Conor O'Mahony; Mutahira Lone; Andreea Factor – Anatomical Sciences Education, 2025
Anatomy is fundamental to medical disciplines. However, its complexity can be challenging to learners, and traditional anatomy teaching may not be easily accessible. Virtual Reality has the potential to supplement anatomy education, but its effectiveness depends on students' willingness to accept it. This study aimed to measure students'…
Descriptors: Student Attitudes, Computer Simulation, Anatomy, Electronic Learning
Yu-Cheng Lin; Huei-Tse Hou – Interactive Learning Environments, 2024
The integration of augmented reality (AR) and game-based learning could increase interaction in educational games and provide more learning guidance in higher education courses. This study developed an AR educational board game that featured cognitive scaffolding, immediate feedback, and collaborative interaction. The study also analyzed and…
Descriptors: Instructional Effectiveness, Scaffolding (Teaching Technique), Computer Simulation, Educational Technology
Ayodele Abosede Ogegbo; Mafor Penn; Umesh Ramnarain; Oniccah Pila; Christo Van Der Westhuizen; Noluthando Mdlalose; Ivan Moser; Martin Hlosta; Per Bergamin – Education and Information Technologies, 2024
This study investigated how pre-service teachers perceive and plan to use a virtual reality classroom for science teaching during microteaching practices. The UTAUT 2 model was adopted as the conceptual framework for this study. Data were collected through an online survey from eighty-three pre-service science teachers from a large metropolitan…
Descriptors: Preservice Teachers, Student Attitudes, Computer Simulation, Science Instruction
Emin Ibili; Melek Ölmez; Abdullah Cihan; Firat Bilal; Aysel Burcu Ibili; Nurullah Okumus; Mark Billinghurst – Interactive Learning Environments, 2024
The aim of this study is to investigate the determinants that affect undergraduate students' behavioral intentions to continue learning computer hardware concepts utilizing a Metaverse-based system. The current study examined the factors influencing students' adoption of Metaverse technology at the tertiary level using a model based on the…
Descriptors: Student Behavior, Intention, Computer Simulation, Undergraduate Students
Malihi, Mahan; Nguyen, Jenny; Cardy, Robyn E.; Eldon, Salina; Petta, Catharine; Kushki, Azadeh – Autism: The International Journal of Research and Practice, 2020
Virtual reality provides a relatively inexpensive way to learn and repeatedly practice skills in personalized, controlled, and safe computer-generated settings. These systems are increasingly receiving attention as an innovative medium for delivering interventions to children with autism spectrum disorder. Although many virtual reality systems are…
Descriptors: Computer Simulation, Children, Autism, Pervasive Developmental Disorders
Shao-Ting Alan Hung; Wan-Ju Chen; Shu-Yun Chien – Interactive Learning Environments, 2024
English speaking has been seen as a challenge for many English as a foreign language (EFL) learners, since they have limited chances to practice English-speaking skills. Therefore, it is essential to provide learners with adequate English-speaking contexts. To address this issue, this study integrated virtual reality (VR) into English speaking…
Descriptors: English (Second Language), Business Communication, Computer Simulation, Speech Skills
Mary A. Kaufmann – ProQuest LLC, 2020
The ability to immerse oneself during a virtual simulation encounter can enhance the nursing student experience. The purpose of this modified study was to determine if a correlation existed between nursing students' level of immersion and their score during virtual simulation. Secondarily, it explored if there were any differences in scoring based…
Descriptors: Associate Degrees, Nursing Students, Nursing Education, Computer Simulation
Hong, Jon-Chao; Hwang, Ming-Yueh; Chen, Mei-Syuan; Tai, Kai-Hsin – Journal of Educational Computing Research, 2021
In line with the attention-to-affect model, this study employed a game that encompasses Gestalt perception to explore how extraneous cognitive load (ECL) and gameplay anxiety correlate with attitude towards exploitative learning and attitude towards explorative learning as students play the Visual-Saliency game (VSG) with images of artworks. The…
Descriptors: Difficulty Level, Cognitive Processes, Anxiety, Correlation
Dipali Basumatary; Ranjan Maity – Journal of Computer Assisted Learning, 2024
Background: Augmented reality can provide a 3D virtual experience, widely used in modern education. However, the impact of these applications on the underdeveloped tribal community has yet to be investigated. To our knowledge, no markerless augmented reality application has been developed especially for learning the language of the Bodo tribe.…
Descriptors: Computer Simulation, Language Maintenance, Tribes, Teaching Methods
Theresa G. Schnable; Christine A. Schindler; Jeffrey D. Roche; Karli Webster; Chris Larkee; Maharaj Singh; John F. Ladisa Jr. – Frontiers: The Interdisciplinary Journal of Study Abroad, 2024
This pilot study adds to the understanding of interventions to manage acculturative stress experienced during undergraduate study abroad programs. It was designed to evaluate the impact of cognitive behavioral strategy training combined with intentional practice during mixed reality (MR) simulations on acculturative stress. Participants included a…
Descriptors: Nursing Education, Study Abroad, Acculturation, Self Efficacy
Kruk, Mariusz – Computer Assisted Language Learning, 2022
The first part of the paper offers the characteristics of the affective variables of willingness to communicate, motivation, language anxiety and boredom as located within the framework of the complex dynamic systems. The second part aims to discuss the results of a study intended to examine the effect of "Second Life" on two English…
Descriptors: Student Attitudes, Communication (Thought Transfer), Student Motivation, Attention Control