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Ricardo Martin Fernandez; Felix Garcia-Loro; Gustavo R. Alves; Africa Lopez-Rey; Russ Meier; Manuel Castro – IEEE Transactions on Learning Technologies, 2024
For educational institutions in science, technology, engineering and mathematics (STEM) areas, the provision of practical learning scenarios is, traditionally, a major concern. In the 21st century, the explosion of information and communication technology (ICTs), as well as the universalization of low-cost hardware, has allowed the proliferation…
Descriptors: STEM Education, Vignettes, Teaching Methods, Information Technology
Shahla Asadi; Jordan Allison; Madhu Khurana; Mehrbakhsh Nilashi – Education and Information Technologies, 2024
Simulation-based learning (SBL) offers an extensive variety of chances to practice complex computer and networking skills in higher education and to implement diverse kinds of platforms to facilitate effective learning. Utilizing visualization and computer network simulation tools in teaching computer networking courses has been found to be useful…
Descriptors: Computer Simulation, Student Attitudes, Teaching Methods, Skill Development
Riyan Hidayat; Yousef Wardat – Education and Information Technologies, 2024
Augmented Reality has found extensive use as an interactive technology in various learning and educational environments. However, a previous systematic review (SR) lacked a framework to identify the various types of augmented reality utilized, the types of technology employed, and the types of augmented parameters involved. The primary objective…
Descriptors: Computer Simulation, Educational Technology, STEM Education, Teaching Methods
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
Zhuotao Lu; Ming M. Chiu; Shuai Wang; Weijie Mao; Hao Lei – Journal of Educational Computing Research, 2025
Teachers are increasingly using augmented reality (AR) to develop students' higher-order thinking (HOT). As past studies showed mixed results, our "random effects meta-analysis" of 21 effect sizes from 17 studies of 1256 participants determined the overall effect of AR on HOT and accounted for differences across studies via moderator…
Descriptors: Thinking Skills, Meta Analysis, Computer Simulation, Skill Development
Anu Lehikko; Heli Ruokamo – Designs for Learning, 2025
The best instructional practices for immersive virtual reality (IVR) use in workplace learning contexts remain undefined after decades of research. Increasing the methodological range and rigor in the study of educational IVR have been proposed. To address these issues, we performed a qualitative study that contributed to the development of a…
Descriptors: Safety Education, Educational Objectives, Teaching Models, Computer Simulation
Razvan Gabriel Boboc; Robertas Damaševicius – Education and Information Technologies, 2024
This paper examines how Extending Reality (XR) technologies, such as Virtual and Augmented Reality, can provide innovative solutions for preventing and addressing bullying. A search for relevant articles was conducted in five electronic databases (ACM, Emerald, Science Direct, Scopus, and Web of Science), resulting in the identification of 867…
Descriptors: Bullying, Computer Simulation, Technology Uses in Education, Prevention
Sebahat Gok; Robert L. Goldstone – Cognitive Research: Principles and Implications, 2024
Interactive computer simulations are commonly used as pedagogical tools to support students' statistical reasoning. This paper examines whether and how these simulations enable their intended effects. We begin by contrasting two theoretical frameworks--"dual processes" and "grounded cognition"--in the context of people's…
Descriptors: Computer Simulation, Thinking Skills, Teaching Methods, Interaction
Dhanya Pramod – Journal of Applied Research in Higher Education, 2025
Purpose: The growth of the internet, access to technology and rapid digital transformations have paved the way for developing attack surfaces for individuals and organizations. There is a dire need to provide cybersecurity awareness most effectively. Gamification-based platforms have evolved to make cybersecurity education more engaging and…
Descriptors: Gamification, Computer Security, Information Security, Training
Philipp Rosendahl; Ingo Wagner – Education and Information Technologies, 2024
As a teaching and learning medium, 360° videos offer new teaching-learning experiences. Through the possibility of immersion, individual 360° panoramic images, multi-perspective viewing options and interaction possibilities, they extend the advantages of conventional video technology. To understand the potential of using 360° video technology for…
Descriptors: Video Technology, Technology Uses in Education, Teaching Methods, Learning Experience
Linus Geewe; Mirela Vinerean; Ala Sarah Alaqra; John Sören Pettersson – International Journal for Technology in Mathematics Education, 2024
First-year engineering students show difficulties in connecting basic vector algebra with manipulations using the graphical representation. Experiencing vectors in real applications can improve the process of learning vectors. Thus, we introduce a unique approach for using digital technologies, namely augmented reality. We utilized a video…
Descriptors: College Freshmen, Engineering Education, Computer Simulation, Algebra
Attasit Wiangkham; Rattawut Vongvit – Education and Information Technologies, 2024
The rapid development of metaverse technology provides countless opportunities for social interaction, collaboration, communication, and knowledge-sharing that will significantly impact human life. To ensure widespread adoption and acceptance, however, issues concerning approval, accessibility, privacy, and user behavior must be resolved.…
Descriptors: Technology Integration, Computer Simulation, Engineering Education, Models
Erin Barno – ProQuest LLC, 2025
This dissertation investigates how early career teachers' orientations of students and their mathematical activity, as surfaced their experience in a simulation, can reveal when their well-intentioned decisions might negatively impact traditionally underserved students. Three early career teachers engaged in two online simulations where they could…
Descriptors: Beginning Teachers, Mathematics Instruction, Computer Simulation, Vignettes
Seunghan Lee; Amar Sadanand Shetty; Lora A. Cavuoto – IEEE Transactions on Learning Technologies, 2024
Recent usage of virtual reality (VR) technology in surgical training has emerged because of its cost-effectiveness, time savings, and cognition-based feedback generation. However, the quantitative evaluation of its effectiveness in training is still not thoroughly studied. This article demonstrates the effectiveness of a VR-based surgical training…
Descriptors: Markov Processes, Computer Simulation, Teaching Methods, Surgery
Davis Krumins; Sandra Schumann; Veiko Vunder; Rauno Põlluäär; Kristjan Laht; Renno Raudmäe; Alvo Aabloo; Karl Kruusamäe – IEEE Transactions on Learning Technologies, 2024
Teaching robotics with the robot operating system (ROS) is valuable for instating good programming practices but requires significant setup steps from the learner. Providing a ready-made ROS learning environment over the web can make robotics more accessible; however, most of the previous remote labs have abstracted the authentic ROS developer…
Descriptors: Teaching Methods, Robotics, Programming, Computer Science Education

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