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Azetu Azashi Agyo; Emmanuel John Anagu – International Journal of Technology in Education and Science, 2025
As educational needs change, gamified immersive virtual reality (I-VR) can enhance learning by making it more interactive. Immersive virtual reality is used more in science than in the humanities. This study uses the Theory of Planned Behavior (TPB) to explore factors that affect students' intentions to use gamified I-VR, particularly in…
Descriptors: Gamification, Computer Simulation, Literacy, English Instruction
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Sithole, Alec; Chiyaka, Edward T.; Mabwe, Kumbirai – Higher Education Studies, 2022
Our study evaluates students' approaches to and perceptions of the use of hands-on at-home laboratory kits (HALK) experiments, open-source computer-based simulations (OSCBS), and their combination (OSCBS-HALK) in undergraduate introductory asynchronous online physics courses. Anonymous survey data from students who had completed online physics…
Descriptors: Science Instruction, Hands on Science, Science Laboratories, Science Experiments