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Sirakaya, Mustafa; Kiliç Çakmak, Ebru – Malaysian Online Journal of Educational Technology, 2018
This study aimed at identifying the attitudes of secondary school students toward AR applications and to investigate the change in these attitudes according to different variables. The study also aspired to determine the relationship between attitudes toward AR and achievement. The general survey model was used in the study. The study group was…
Descriptors: Simulated Environment, Student Attitudes, Secondary School Students, Educational Technology
Oh, Seungjae; So, Hyo-Jeong; Gaydos, Matthew – IEEE Transactions on Learning Technologies, 2018
The goal for this research is to articulate and test a new hybrid Augmented Reality (AR) environment for conceptual understanding. From the theoretical lens of embodied interaction, we have designed a multi-user participatory simulation called ARfract where visitors in a science museum can learn about complex scientific concepts on the refraction…
Descriptors: Simulated Environment, Museums, Sciences, Scientific Concepts
Donehower Paul, Claire; Bukaty, Caitlyn A.; Dieker, Lisa – Teacher Development, 2020
Over the last 15 years educational organizations, researchers, and practitioners have developed frameworks for teacher effectiveness. These frameworks were established in an effort to define 'good teaching' and have ultimately informed the process of teacher evaluation. Simultaneously, new tools, such as simulation, have emerged to support teacher…
Descriptors: Simulated Environment, Teacher Behavior, Teacher Competencies, Preservice Teacher Education
Sungkur, Roopesh Kevin; Panchoo, Akshay; Bhoyroo, Nitisha Kirtee – Interactive Technology and Smart Education, 2016
Purpose: This study aims to show the relevance of augmented reality (AR) in mobile learning for the 21st century. With AR, any real-world environment can be augmented by providing users with accurate digital overlays. AR is a promising technology that has the potential to encourage learners to explore learning materials from a totally new…
Descriptors: Telecommunications, Simulated Environment, Computer Simulation, Handheld Devices
Montoya, Mauricio Hincapié; Díaz, Christian Andrés; Moreno, Gustavo Adolfo – EURASIA Journal of Mathematics, Science & Technology Education, 2017
Nowadays, the use of technology to improve teaching and learning experiences in the classroom has been promoted. One of these technologies is augmented reality, which allows overlaying layers of virtual information on real scene with the aim of increasing the perception that user has of reality. Augmented reality has proved to offer several…
Descriptors: Educational Technology, Technology Uses in Education, Simulated Environment, Course Content
Akgün, Özcan Erkan; Istanbullu, Aslihan; Avci, Sirin Küçük – Journal of Education and Training Studies, 2017
Augmented reality (AR) is a technology to supplement existing reality with additional information, descriptions and helpful images with the help of technology and therefore ensure the reality to be perceived more qualified and well-rounded. In this study, views and comments about problems, solutions and suggestions on using AR were gathered from…
Descriptors: Foreign Countries, Teaching Methods, Phenomenology, Qualitative Research
Marshman, Margaret; Woolcott, Geoff; Dole, Shelley – Mathematics Education Research Group of Australasia, 2017
The use of multiuser virtual environments for educational purposes is in its infancy but offers potential for exploration of spatial contexts that could not otherwise be experienced. We report on pre-service teachers' experiences in designing learning activities as a result of immersion in the CAVE2™, a 320-degree, cylindrical 3D virtual…
Descriptors: Mathematics Instruction, Spatial Ability, Problem Solving, Computer Simulation
van Dijk, Tom; Spil, Ton; van der Burg, Sanne; Wenzler, Ivo; Dalmolen, Simon – International Journal of Game-Based Learning, 2015
Serious gaming is one of the newest developments in the world of learning and is gaining increasing attention within the business environment. Although many practitioners claim that serious gaming has more impact on demonstrated behaviour of trainees when compared to common presentations, little evidence exists. In this paper, the authors present…
Descriptors: Educational Games, Video Games, Teaching Methods, Behavior
Jossberger, Helen; Brand-Gruwel, Saskia; van de Wiel, Margje W.; Boshuizen, Henny P. – Vocations and Learning, 2015
In a large-scale top-down innovation operation in the Netherlands, workplace simulations have been implemented in vocational schools, where students are required to work independently and self-direct their learning. However, research has shown that the success of such large-scale top-down innovations depends on how well their execution in schools…
Descriptors: Vocational Education, Teacher Attitudes, Simulated Environment, Interviews
Chen, Yu-Hsuan; Wang, Chang-Hwa – Interactive Learning Environments, 2018
Although research has indicated that augmented reality (AR)-facilitated instruction improves learning performance, further investigation of the usefulness of AR from a psychological perspective has been recommended. Researchers consider presence a major psychological effect when users are immersed in virtual reality environments. However, most…
Descriptors: Simulated Environment, Educational Technology, Technology Uses in Education, Psychological Patterns
Tsai, Fu-Hsing – Journal of Educational Computing Research, 2018
This study developed a computer-simulated science inquiry environment, called the Science Detective Squad, to engage students in investigating an electricity problem that may happen in daily life. The environment combined the simulation of scientific instruments and a virtual environment, including gamified elements, such as points and a story for…
Descriptors: Educational Technology, Technology Uses in Education, Science Education, Inquiry
Macauda, Anita – Research on Education and Media, 2018
This contribution presents the results of research on teaching practices supported by augmented reality conducted in school contexts in the three-year period 2015-2017. With reference to the objectives of the National Plan for Digital Education relating to the realisation of innovative learning pathways to promote critical thinking, reflection and…
Descriptors: Computer Simulation, Simulated Environment, Teaching Methods, Educational Technology
Sirakaya, Mustafa; Alsancak Sirakaya, Didem – Malaysian Online Journal of Educational Technology, 2018
This study aimed to identify the trends in the studies conducted on Educational Augmented Reality (AR). 105 articles found in ERIC, EBSCOhost and ScienceDirect databases were reviewed with this purpose in mind. Analyses displayed that the number of educational AR studies has increased over the years. Quantitative methods were mostly preferred in…
Descriptors: Simulated Environment, Teaching Methods, Literature Reviews, Research Methodology
Fominykh, Mikhail; Leong, Peter; Cartwright, Brenda – Journal of Interactive Learning Research, 2018
In this paper, we explore role-playing and experiential learning approaches applied in an immersive virtual environment for a professional counseling distance course. Training professional counselors requires practice and therefore possesses a challenge for the distant education. Although both counseling professionals' codes of ethics provide…
Descriptors: Role Playing, Experiential Learning, Counselor Training, Distance Education
Tornqvist, Dominicus – International Journal of Game-Based Learning, 2014
There is a kind of seemingly nonsensical play behavior found in the simulation sandbox game genre. This behavior is very spontaneous and impulsive and associated with self-initiated learning, and here the author seeks to better understand what it is, and why it seems associated with simulation sandbox games. That is: What purpose does it serve,…
Descriptors: Play, Computer Simulation, Motivation, Teaching Methods

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