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Georgios Lampropoulos; Kinshuk – Educational Technology Research and Development, 2024
This study aims to analyze the use of virtual reality and gamification in education by examining the existing literature. In addition to virtual reality, this study focuses on gamified virtual reality learning environments which refer to virtual reality learning environments that integrate gamification elements and mechanisms. Based on the…
Descriptors: Literature Reviews, Gamification, Computer Simulation, Educational Environment
Chyanna Wee; Lillian Yee Kiaw Wang; Huey Fang Ong – ACM Transactions on Computing Education, 2025
This study presents the development of a student-centric framework for utilizing virtual reality (VR) technologies in education, specifically focusing on enhancing computational thinking skills. While numerous frameworks exist in this domain, they often lack consideration of student preferences, which are integral for fostering learner autonomy.…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Computation
Chiu, Min-Chi; Hwang, Gwo-Jen; Hsia, Lu-Ho – British Journal of Educational Technology, 2023
In artwork appreciation activities, visiting physical exhibitions in art museums is often limited by time, distance and cost. Thus, conventional teaching is mostly conducted through textbooks, presentation slides or videos. However, by presenting artwork appreciation through a lecture, it is difficult for students to feel the beauty of artworks,…
Descriptors: Art Appreciation, Experiential Learning, Computer Simulation, Art Education
Tingting Wang; Juan Zheng; Susanne P. Lajoie – Educational Technology & Society, 2025
Previous studies have confirmed the pivotal roles of student engagement in predicting learning achievements; however, only a few emphasized the patterns of different engagement dimensions within individuals (i.e., co-occurrences of behavioral, cognitive, and emotional engagement). Thus, this study identifies engagement profiles and explores their…
Descriptors: Medical Students, Technology Uses in Education, Educational Technology, Computer Simulation
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
Hulsbergen, Michiel H.; de Jong, Jutta; van der Smagt, Maarten J. – Psychology Learning and Teaching, 2023
To aid in teaching dialogue skills a virtual simulator called "Communicate!" was developed at Utrecht University. Teachers can build scenarios for students to practice dialogues with a virtual character. In two experiments (n = 128 and 133, a year apart), we investigated if and how "Communicate!" can be an effective aid to…
Descriptors: Computer Simulation, Dialogs (Language), Foreign Countries, Electronic Learning
Jieun Lim; Minhye Lee – Education and Information Technologies, 2024
Avatar use has been proposed as a method to address students' social anxiety and hesitancy to interact with other people in synchronous online environments. Nonetheless, there is a dearth of research examining the effects of avatar-based interactions on students' emotions and motivation. A quasi-experimental research was conducted to examine the…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Program Effectiveness
Annette Kaye Stelter – ProQuest LLC, 2022
This study explores allied health undergraduate students' experiences learning human anatomy through Augmented Reality (AR) technology compared to other modalities in a private university. The research used multivariate analysis to measure and understand the impact of AR on the learning of human anatomy by undergraduate allied health students,…
Descriptors: Laboratory Procedures, Allied Health Occupations Education, Undergraduate Students, Human Body
Ciara Molloy; Rachel Farrell – Computers in the Schools, 2024
This is a small-scale qualitative participatory research study conducted in two large primary schools in Ireland with classes for autistic students. The paper reports how a menu of immersive technology learning experiences was thoughtfully designed and employed with autistic children who were communicating through their behavior an aversion to the…
Descriptors: Foreign Countries, Elementary School Students, Autism Spectrum Disorders, Students with Disabilities
Cho, I-Hsuan; Yeo, Jun-Hui; Hwang, Gwo-Haur; Yang, Hsi-Hsun – Educational Technology Research and Development, 2022
Collaborative learning helps to construct a learning situation in which students solve problems together, and their learning effectiveness is promoted. However, collaborative learning often has the problem of unequal participation of learners. Therefore, this study combines the collaborative learning mode of the virtual environment of digital…
Descriptors: Elementary School Students, Grade 4, Virtual Classrooms, Electronic Learning
Essmiller, Kathy; Asino, Tutaleni I.; Ibukun, Ayodeji; Alvarado-Albertorio, Frances; Chaivisit, Sarinporn; Do, Thanh; Kim, Younglong – Research in Learning Technology, 2020
This study addresses the question of how to facilitate instruction and practice with virtual reality to mitigate the detrimental impact of cognitive load associated with use in simple procedural tasks. The study collected data from 63 college students aged 18 years and above from a university in the southern part of the USA. Each study participant…
Descriptors: Computer Simulation, Self Efficacy, Student Motivation, College Students
Galiya Ldokova; Svetlana Frumina; Suad Abdalkareem Alwaely – Smart Learning Environments, 2025
The aim of the study is to examine the influence of students' psychotypes on their learning using digital educational technologies within the Metaverse. In the course of the longitudinal experimental study, the results of the initial testing of 79 students during their undergraduate studies and the re-testing of 75 of these students during their…
Descriptors: Undergraduate Students, Graduate Students, Psychological Characteristics, Brain
Michelle Marie Carter – ProQuest LLC, 2022
The increase in distance learning offerings and the deficit in providing an equivalent engagement mechanism for haptic subjects for online learners is stimulating educators to seek new pedagogical methods to meet the needs of the curriculum. A quantitative quasi-experimental study deploying a two nonequivalent groups design was conducted to…
Descriptors: Computer Science Education, Computers, Simulated Environment, Computer Simulation
Cheng, Kun-Hung; Tsai, Chin-Chung – British Journal of Educational Technology, 2020
Researchers have been devoted to exploring the impacts of immersive virtual reality (IVR) on education in recent years. However, efforts to probe the role of students' learning traits such as motivated strategies for learning in their IVR learning have been limited. Most studies commonly analyzed learners' perceptions of immersion with a single…
Descriptors: Student Motivation, Student Attitudes, Science Instruction, Computer Simulation
Klingenberg, Sara; Jørgensen, Maria L. M.; Dandanell, Gert; Skriver, Karen; Mottelson, Aske; Makransky, Guido – British Journal of Educational Technology, 2020
Immersive virtual reality (IVR) simulations for education have been found to increase affective outcomes compared to traditional media, but the effects on learning are mixed. As reflection has previously shown to enhance learning in traditional media, we investigated the efficacy of appropriate reflection exercises for IVR. In a 2 × 2…
Descriptors: Instructional Effectiveness, Computer Assisted Instruction, Computer Simulation, Undergraduate Students