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Boettcher, K.; Terkowsky, C.; Schade, M.; Brandner, D.; Grünendahl, S.; Pasaliu, B. – European Journal of Engineering Education, 2023
A newly-developed online laboratory experiment in immersive virtual reality (VR) is used for process engineering students. A digital twin (DT) of a jet pump was realised using the game engine Unreal Engine 4. The chance was taken for an instructional redesign deviating from the conventional cookbook-experiment to better integrate the changing…
Descriptors: Computer Simulation, Laboratories, Engineering Education, Problem Solving
Hoang, Diem Thi Ngoc; Johnson, Nicola F.; McAlinden, Maggie – Teaching English with Technology, 2023
For language learners situated in contexts where there is limited exposure to the target language, an authentic learning environment is important. Virtual Reality (VR) has been increasingly used in education to simulate realistic scenarios; however, little is known about whether VR can enhance the nature of authentic learning for learners of…
Descriptors: Computer Simulation, Authentic Learning, English (Second Language), Foreign Countries
From Virtual to Reality: Evaluating Student Attitudes through VR Dissection Preparations--A Use Case
Sarah Shine; Julia Warznie; Guoli Zhou; John Zubek – Advances in Physiology Education, 2025
Animal dissections have long been central to anatomy and physiology education, despite their costs, safety issues, and ethical concerns. Alternatives like computer-based simulations and synthetic models often fail to replicate the authentic experience of live dissections. Virtual reality (VR) offers an immersive, interactive alternative that…
Descriptors: Computer Simulation, Anatomy, Physiology, Science Instruction
Andreas Haraldsrud; Tor Ole B. Odden – Chemistry Education Research and Practice, 2024
Sensemaking is an important way of learning and engaging in science. Research has shown that sensemaking activities, such as questioning, hypothesizing, and model building, are pivotal in developing critical thinking and problem-solving skills in science education. This paper investigates the role of computational simulations in facilitating…
Descriptors: Comprehension, Science Education, Learner Engagement, Chemistry
Mark E. Pickering; Ryan Jopp; Melissa A. Wheeler; Cheree Topple – Australasian Journal of Educational Technology, 2024
Advances in technology have significantly enhanced the quality of mixed-reality simulations, incorporating both real and virtual aspects. Mixed-reality simulations have been used to develop individual knowledge, skills and abilities in higher education; however, the use of such simulations to introduce authentic learning activities into higher…
Descriptors: Foreign Countries, Undergraduate Students, Business Administration Education, Computer Simulation
Mikeska, Jamie N.; Howell, Heather – Information and Learning Sciences, 2021
Purpose: This paper aims to examine three distinct aspects of authenticity that pre-service teachers (PSTs) experience when they engage with virtual classroom environments to develop their content-intensive instructional practice -- task authenticity, student avatar authenticity and performance authenticity -- and their perceptions about the…
Descriptors: Computer Simulation, Classroom Environment, Preservice Teachers, Student Attitudes
Iraya Yánez-Pérez; Radu Bogdan Toma; Jesús Ángel Meneses-Villagrá – Journal of New Approaches in Educational Research, 2024
Virtual laboratories and simulations have emerged as innovative solutions for science teaching. However, existing resources have various limitations and constraints including cognitive load/mental burden and limited coverage of all necessary steps in scientific inquiry, focusing mainly on the experimental simulation. To bridge this gap and address…
Descriptors: Preservice Teachers, Student Attitudes, Computer Software, Handheld Devices
Vusumuzi Maphosa – Cogent Education, 2024
This study explores students' perceptions of the authentic learning opportunities provided by Moodle at a rural university, aiming to link their lived experiences with their educational journeys through technology-enabled environments that foster active participation, collaboration, and co-creation of knowledge. Employing a descriptive and…
Descriptors: Student Attitudes, Rural Schools, Learning Management Systems, Undergraduate Students
Penet, J. C.; Fernandez-Parra, Maria – Interpreter and Translator Trainer, 2023
Human emotions are profoundly social and this becomes particularly salient in the translation profession, where translators often need to withstand close scrutiny of their work by fellow translators, revisers, project managers, clients, etc. The emotions arising from those relationships can be remarkably diverse, from mild to intense, from…
Descriptors: Translation, Emotional Intelligence, Professional Education, Second Languages
Restall, Greg C.; Yao, Ada; Niu, Belle – TESOL in Context, 2023
A prescribed English language textbook often directs classroom teaching practices in secondary school classes in EFL contexts, such as in South Korea. The textbook is often accompanied by multimedia resources which are delivered to students as input at a regulated pace with limited opportunities for communicative interaction or spoken output. Such…
Descriptors: Foreign Countries, High School Students, Grade 10, Second Language Learning
Venus Chan – Interactive Learning Environments, 2024
This research aims to examine students' perceptions of the benefits and constraints of using Virtual Interpreting Practice (VIP), a mobile-based virtual reality application for bi-directional English/Chinese consecutive and sight interpreting learning that was developed within the project. Thirty-one Chinese university students participated in an…
Descriptors: Computer Simulation, Computer Oriented Programs, Handheld Devices, Telecommunications
Lee, Carole K.; Shea, Marilyn – Journal of Research on Technology in Education, 2020
This research was conducted on two groups of pre-service elementary teachers (PSETs) (N = 38) in a pre/post within-subjects design. Participants were asked to critique, create, and evaluate the use of virtual reality (VR) classroom applications during a three-stage intervention. Pre/post questionnaires assessed the change in attitudes toward using…
Descriptors: Computer Simulation, Preservice Teachers, Elementary Schools, Science Instruction
Henry, Darren; McCormack, Silvia; Saeed, Nauman – Journal of Education for Business, 2019
A classroom-based simulation activity is conducted in a third-year finance subject, involving teams of students negotiating a business sale or purchase. A case study approach provides a basis for interpretation. Interviews with students, along with statistical information and relevant policy documents, were analyzed and interpreted to generate the…
Descriptors: Simulation, Instructional Effectiveness, Business Administration Education, Case Method (Teaching Technique)
Joo, Hyoun-A; Tuschling, Lina – Unterrichtspraxis/Teaching German, 2022
The development of intercultural communicative competence (ICC) becomes increasingly important in the world language curriculum and a crucial goal to prepare students for real-life communicative situations outside of the classroom. This article discusses how a simulation exercise based on the contentious construction of the Tesla Gigafactory in…
Descriptors: Role Playing, Cultural Awareness, Intercultural Communication, Authentic Learning
Clark, Renee M.; Wang, Mohan; Splain, Zachary A.; Chen, Kevin P. – IEEE Transactions on Education, 2020
Contribution: A hybrid approach involving reduced lecture content with project-based learning (PBL) was introduced to a standalone course in optics at an engineering school not specialized in this area, with promising results. Background: At most schools, optics is an elective "niche" area involving a single senior course. This presents…
Descriptors: Optics, Light, Lasers, Active Learning
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