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Candace Walkington; Mitchell J. Nathan; Julianna Washington; Jonathan Hunnicutt; Taylor Darwin; LeaAnne Daughrity; Kelsey Schenck – Education and Information Technologies, 2025
Augmented Reality (AR) technologies allow for holograms to be layered over the real-world, "augmenting" human vision by adding technical information or illustrations onto 3D space. Although AR-based applications are showing positive effects in many systematic reviews and meta-analyses, well-designed, rigorous studies with strong control…
Descriptors: High School Students, Geometry, Computer Simulation, Tablet Computers
Keith Francis Ratumbuisang; Uun Hariyanti; Godham Eko Saputro; Yan Amal Abdilah – Education and Information Technologies, 2024
As technology advances, virtual museums have gained popularity as a new form of learning resources. However, persuading audiences to absorb and comprehend a tremendous volume of information in an unregulated online environment is the challenge. Considering the use of an online application in educational practice, collaborative teamwork can be…
Descriptors: Story Telling, College Students, Student Attitudes, Computer Simulation
Chih-Ming Chen; Ming-Yan Huang – International Journal of STEM Education, 2024
Background: Computational thinking (CT) is crucial to fostering critical thinking and problem-solving skills. Many elementary schools have been cultivating students' CT through block-based programming languages such as Scratch using traditional teacher-centered teaching methods. However, the approach excessively relies on teacher lectures, so the…
Descriptors: Computation, Thinking Skills, Programming, Learning Processes
Felix Averbeck; Simon Leifeling; Katja Müller; Thomas Schoenfelder – Electronic Journal of e-Learning, 2024
The use of virtual reality and 360° videos has been little researched so far, especially in social work studies and teaching. The reasons for this are the low prevalence of VR headsets in social work courses and the fundamental technological deficit in social work, which means the lack of clear causal chains within it. Professionals must adapt…
Descriptors: Computer Simulation, Computer Uses in Education, Video Technology, Social Work
Valentina Nachtigall; Selina Yek; Nikol Rummel – Journal of Computer Assisted Learning, 2024
Background: With the increasing availability of immersive technologies such as 360° videos for educational purposes, research needs to shift from media comparison studies to value-added studies in order to identify conditions for effective learning with such technologies. For the educational use of history-related virtual reality media, which are…
Descriptors: Computer Simulation, Video Technology, Technology Uses in Education, Educational Technology
Germia, Erell; York, Toni; Panorkou, Nicole – North American Chapter of the International Group for the Psychology of Mathematics Education, 2022
Many studies use instructional designs that include two or more artifacts (digital manipulatives, tables, graphs) to support students' development of reasoning about covarying quantities. While students' forms of covariational reasoning and the designs are often the focus of these studies, the way students' interactions and transitions between…
Descriptors: Thinking Skills, Mathematics Instruction, Grade 6, Cooperative Learning
Aqlan, Faisal; Zhao, Richard – IEEE Transactions on Education, 2022
Contribution: This article discusses the use of manufacturing simulation games to study collaborative problem-solving skills in engineering students. The simulation represents the mass production paradigm in which large quantities of identical products are produced. Empirical data is collected from the simulation to evaluate the skills engineering…
Descriptors: Manufacturing, Computer Simulation, Teaching Methods, Problem Solving
Bonner, Euan; Lege, Ryan; Frazier, Erin – CALICO Journal, 2023
Virtual reality (VR) has been found to be effective for increasing student motivation and engagement (Parong & Mayer, 2018), experiential learning (Hu-Au & Lee, 2018), and even improving spatial memory (Pollard et al., 2020). However, few studies have moved beyond the novelty of single-lesson VR experiences, nor have they used VR as the…
Descriptors: Content and Language Integrated Learning, Computer Simulation, Teaching Methods, Second Language Instruction
Kwiatek, Piotr; Papakonstantinidis, Stavros; Limani, Emira – Marketing Education Review, 2022
Group composition presents a compelling, significant, and timely topic for educators, given the widespread use of group assignments in today's pedagogical models. This paper adopts a Fuzzy Set Qualitative Comparative Analysis (fsQCA) as a systematic approach to investigate the conditions for high learning performance in marketing simulations. We…
Descriptors: Cognitive Style, Marketing, Undergraduate Students, Student Attitudes
Belén Cristina Domínguez Vázquez; José Luis Díaz Palencia – Pedagogical Research, 2024
This study explores the integration of virtual reality (VR) in geometry education and examines the immersive platform's potential to enhance student engagement and understanding through a case report. While students appreciated the interactive and collaborative aspects of VR, they also faced challenges such as VR sickness and technical issues.…
Descriptors: Geometry, Mathematics Instruction, Teaching Methods, Computer Simulation
Makransky, Guido; Petersen, Gustav Bøg – Educational Psychology Review, 2023
The need to virtually collaborate across distributed locations has drastically increased. Developments such as the COVID-19 pandemic and new IT platforms like the metaverse have spurred a host of new immersive social applications that are accessed through head-mounted displays. This is expected to stimulate a surge in research on extended…
Descriptors: Cooperative Learning, COVID-19, Pandemics, Computer Simulation
Williams, Dylan P. – Journal of Chemical Education, 2022
A classroom based Problem Based Learning (PBL) activity was adapted to run as a remote activity during the COVID-19 pandemic using an approach described as virtual Problem Based Learning (vPBL). vPBL is based on (i) identification of a suitable learning platform that supports collaborative working in a way that mimics the classroom based activity…
Descriptors: Problem Based Learning, Science Instruction, Teaching Methods, Chemistry
Amy Bliss McHugh – ProQuest LLC, 2024
Intercultural competence (IC) is essential for fostering meaningful interactions and understanding in diverse environments, particularly in today's pluralistic societies. The impacts of both intercultural competence and incompetence are profound, shaping relationships and outcomes in various ways. Many definitions of IC emphasize being 'effective'…
Descriptors: Intercultural Communication, Cultural Awareness, Computer Mediated Communication, Metacognition
Bender, Holly S.; Garrett, Kennon M.; Hostetter, Shannon Jones – New Directions for Teaching and Learning, 2021
This chapter describes two case studies that highlight how courses can be taught simultaneously in classrooms across partnering university campuses using the effective, evidence-based team-based learning (TBL) method. The objective is to assist faculty in effectively using TBL in a synchronous virtual collaborative space.
Descriptors: Teamwork, Case Studies, Teaching Methods, Partnerships in Education
Cook, Jim; Brown, Martin; Sellwood, Matthew; Campbell, Craig; Kouppas, Paul; Poronnik, Philip – Biochemistry and Molecular Biology Education, 2021
This brief review provides insights into the recent advances made by the Unity game engine into education and the ways that learning resources can be used to teach novice bioscience students to use the VR/AR affordances of the platform. We present our own practises for implementation of a novel gamification task for final-year bioscience students…
Descriptors: Educational Games, Science Instruction, Teaching Methods, Biological Sciences