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Hwang, Yohan; Shin, Dongkwang; Lee, Hyejin – Educational Technology Research and Development, 2023
The main purpose of this paper is to add empirical data to the nascent field of metaverse learning and teaching by examining factors affecting student participation and their perceived experiences of different metaverse platforms. For data collection, 57 Korean undergraduates participated in a self-administered questionnaire and a short reflective…
Descriptors: Student Attitudes, Computer Simulation, Electronic Learning, Student Participation
Devin Cashman – ProQuest LLC, 2024
College recreation programs are an ideal way for students to participate in physical activity while on campus. These programs can offer a diverse range of opportunities for individuals to participate in various sport and fitness activities. By integrating virtual reality (VR) technology these programs expand their offerings and allow students to…
Descriptors: Technology Uses in Education, Computer Simulation, Participation, Student Participation
Marjorie Ceballos; Krista Bixler – Journal of Educational Supervision, 2024
Educational leadership preparation programs are tasked with advancing the development of future educational leaders' instructional capacities, including the ability to engage teachers in instructional conversations through instructional coaching. The educational leadership program studied here includes a mixed reality experience designed to…
Descriptors: Coaching (Performance), Skill Development, Instructional Leadership, Administrator Education
Cetintav, Gulay; Yilmaz, Ramazan – Journal of Educational Computing Research, 2023
This study aimed to investigate the effects of augmented reality (AR) applications in geometry teaching on academic achievement, self-regulated learning skills (SRLS), and motivation of secondary school students. The research was carried out on students in the eighth grade at a state secondary school in Turkey. The research was carried out…
Descriptors: Computer Simulation, Geometry, Mathematics Instruction, Mathematics Achievement
Ghanbarzadeh, Reza; Ghapanchi, Amir Hossein – Education and Information Technologies, 2021
Three-Dimensional Virtual World (3DVW) is one of the promising innovations in the field of information and communication technologies. 3DVWs include user-created content, and they allow for user-defined purpose and a sense of presence. Users are able to navigate in and manipulate objects within the virtual environment through their avatar. This…
Descriptors: Outcomes of Education, Computer Simulation, Student Attitudes, Student Participation
Investigating Primary School Students' Epistemic Beliefs in Augmented Reality-Based Inquiry Learning
Yun Wen; Chun Lai; Sujin He; Yiyu Cai; Chee Kit Looi; Longkai Wu – Interactive Learning Environments, 2024
The impact of Augmented Reality (AR)-based science learning on cognitive development has been established, but the effect of AR on the improvement of students' academic performance remains inconclusive. Additionally, while epistemic beliefs as a significant determinant on student learning outcomes is well-documented, there is little research in…
Descriptors: Elementary School Students, Epistemology, Beliefs, Student Attitudes
Meghan Lindsey Cook – ProQuest LLC, 2021
Experiential learning exercises, such as field trips, are a common pedagogical practice in geoscience curriculums. Their purpose is to facilitate the transfer of knowledge gained in a classroom or lab setting into a field setting, but can be considered a barrier for entry into the geosciences for those with disabilities, caregiver/employment…
Descriptors: Earth Science, Field Trips, Experiential Learning, Computer Simulation
Chang, Alexander C.; Machnicki, Noelle J.; Garcia, Sarah N.; Roden, William H.; Coombs, Corey A.; Carter, Rebecca A.; Bass, Kristin M.; Jones, Amanda L. – Journal of STEM Outreach, 2021
Seattle Children's Research Institute has built a series of in-person education programs to inspire and empower students to explore futures in biomedical research and healthcare. The COVID-19 pandemic prevented us from offering an in-person laboratory program, forcing a rapid pivot to an online format. The Virtual Research Training Program (VRTP)…
Descriptors: COVID-19, Pandemics, School Closing, Online Courses
Kruk, Mariusz – Innovation in Language Learning and Teaching, 2021
The present paper presents the results of a study which examined fluctuations in the levels of foreign language anxiety (FLA) in the virtual world Second Life (SL) and factors accounting for such changes as reported by a female student of English philology. The student participated in 14 sessions over the period of one semester. Using data…
Descriptors: Anxiety, Communication (Thought Transfer), Second Language Learning, Second Language Instruction
Asfihana, Raida; Salija, Kisman; Iskandar; Garim, Idawati – International Journal of Language Education, 2022
Project-based learning is a learner-centered process that gives freedom to the students to design their own project works. Though numerous research results on the enactment of Project-Based Learning instruction have already been reported, only a limited number have reported its enactment in a virtual learning environment. This present research…
Descriptors: Student Projects, Active Learning, English (Second Language), Second Language Learning
Perone, Angela K. – Journal of Social Work Education, 2021
The emergence of COVID-19 created significant disruption for MSW students across the United States. This study uses several data for a case study of MSW student attitudes about COVID-19, online instruction, virtual field placement, and innovations during the emergence of COVID-19 in the United States. Data includes qualitative data from weekly…
Descriptors: COVID-19, Pandemics, Graduate Students, Masters Programs
García-Monge, Alfonso; González-Calvo, Gustavo; Bores-García, Daniel – Open Learning, 2019
The dynamics of a community of practice are full of tensions and changes regarding possibilities and types of participation. The case study in this paper followed the approach of Stake by focusing on the tension between the willingness to participate and actual participation in an online social network called MultiScopic which involves children of…
Descriptors: Computer Simulation, Communities of Practice, Case Studies, Social Networks
Paracha, Samiullah; Hall, Lynne; Clawson, Kathy; Mitsche, Nicole – International Journal of Virtual and Personal Learning Environments, 2020
Virtual environments have the potential to be an important teaching tool for emotionally sensitive issues capable of producing a sense of presence, perspective-taking and introspection in users in a risk-free, rapid feedback experience. In designing such experiences, it is essential that users are regularly engaged in a collaborative design…
Descriptors: Computer Simulation, Emotional Development, Social Development, Empathy
Zhang, Bo; Robb, Nigel; Eyerman, Joe; Goodman, Lizbeth – International Journal of E-Learning & Distance Education, 2017
In response to the growing trend of internationalisation in education, it is important to consider approaches to help international students integrate in their new settings. One possible approach involves the use of e-Learning tools, such as virtual worlds and gamification. To maximise the potential effectiveness of such tools, it may be…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Educational Games
Bowen, Keith – ProQuest LLC, 2020
Opinion polls in multiple countries recount a grim story, that people from Western and Muslim-majority countries regard one another as arrogant, intolerant, and violent, and that attitudes are not improving. Student exchange programs, which were widely expanded after World War II and during the Cold War, have become a vital component of public…
Descriptors: Cultural Awareness, International Educational Exchange, Muslims, Western Civilization
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