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Showing 1 to 15 of 25 results Save | Export
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Koç, Özge; Altun, Emin; Yüksel, H. Gülru – Education and Information Technologies, 2022
Writing is a demanding task for learners in English as a foreign language (EFL) contexts. Students are not given sufficient practice opportunities in the classroom. Hence, they do not feel motivated to write or enjoy writing in English much, and they encounter difficulties in planning, organizing ideas, stating a clear purpose and choosing…
Descriptors: Expository Writing, Computer Simulation, Technology Integration, High School Students
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Murat Sümer; David Vanecek – Innovations in Education and Teaching International, 2025
Virtual reality (VR) is a computer-generated environment where scenes and objects appear to be real, immersing the user in their surroundings. This systematic review aims to explore the benefits and challenges of VR and AR in higher education and to identify the trends and issues regarding courses and teaching methods in which VR and AR are…
Descriptors: Trend Analysis, Educational Trends, Higher Education, Computer Simulation
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Castaneda, Lisa M.; Bindman, Samantha W.; Divanji, Riddhi A. – Journal of Research on Technology in Education, 2023
Teachers consider learning goals as they implement new technologies like Virtual Reality in the classroom, but may overlook or struggle with verifying whether new learning actually occurred. We interviewed six US high school teachers and surveyed 277 of their students to understand the pedagogical implications and challenges of coordinating…
Descriptors: Evaluation Methods, Computer Simulation, Technology Uses in Education, High School Teachers
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Barsom, E. Z.; Duijm, R. D.; Dusseljee-Peute, L. W. P.; Landman-van der Boom, E. B.; van Lieshout, E. J.; Jaspers, M. W.; Schijven, M. P. – British Journal of Educational Technology, 2020
Cardiopulmonary resuscitation (CPR) is a lifesaving emergency procedure. To increase survival rates, it is recommended to increase the number of high school students who know how to perform CPR. We have developed an immersive "Virtual Reality (VR) Resuscitation Training" to train the theoretical knowledge of CPR in which trainees must…
Descriptors: First Aid, Training Methods, High School Students, Computer Simulation
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Cathy Weng; Khanh Nguyen Phuong Tran; Chi-Chuan Yang; Hsuan-I. Huang; Hsuan Chen – Education and Information Technologies, 2024
An augmented reality (AR)-integrated gamification learning approach in an electronics course was developed in this study to help students better understand the concepts while simultaneously increasing their motivation. An experimental study was conducted to examine the effectiveness of the AR-integrated gamification approach on students' learning…
Descriptors: Computer Simulation, Gamification, Vocational Schools, High School Students
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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
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Obaya, Adolfo V.; Barocio, Yvonne Rodríguez; Rodríguez, Yolanda Marina Vargas – Science Education International, 2021
It is imperative that a profound transformation be carried out in the traditional way in which we teach science subjects, so it is necessary that the role of student change from being a mere recipient of information to being the main player in the construction of his knowledge. One of the strategies to achieve this is to make use of ICT, within…
Descriptors: Computer Simulation, Technology Integration, Science Instruction, Instructional Effectiveness
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Restall, Greg C.; Yao, Ada; Niu, Belle – TESOL in Context, 2023
A prescribed English language textbook often directs classroom teaching practices in secondary school classes in EFL contexts, such as in South Korea. The textbook is often accompanied by multimedia resources which are delivered to students as input at a regulated pace with limited opportunities for communicative interaction or spoken output. Such…
Descriptors: Foreign Countries, High School Students, Grade 10, Second Language Learning
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Tsivitanidou, Olia E.; Georgiou, Yiannis; Ioannou, Andri – Journal of Science Education and Technology, 2021
The integration of immersive virtual reality (VR) in authentic science classrooms can result in a totally new learning experience for the students. However, the effect of such a learning experience on students' conceptual learning gains and their perceptions of the experience, while considering students' pre-existing science- and digital…
Descriptors: Learning Experience, Inquiry, Active Learning, Physics
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Zeichner, Orit – Journal on School Educational Technology, 2020
This study examined the effect of learning in a computerized environment that includes simulations on the students' achievements and motivation, and is based on models that show that learning through simulation has more potential to promote the comprehension of abstract principles and concepts than traditional learning does. The theoretical…
Descriptors: Academic Achievement, Information Technology, Computer Simulation, Student Motivation
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Riner, Ashley; Hur, Jung Won; Kohlmeier, Jada – Journal of Educational Technology Systems, 2022
While virtual reality (VR) technology can provide students with first-hand and situational learning experiences, limited studies have integrated VR in a K-12 classroom, resulting in the lack of understanding of the benefits and challenges of VR use in classroom settings. To examine the impact of VR on student learning, this study employed a…
Descriptors: Computer Simulation, Technology Integration, Social Studies, Grade 9
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Hülagü, Renk; Erkarslan, Önder – Design and Technology Education, 2021
The aim of this research is to design a system that will raise awareness among vocational education students about occupational health and safety and the integration of Augmented Reality (AR) systems into the application/concept. Simply, projected on the work force surface, the AR system warns the students as they perform actions that pose a risk,…
Descriptors: Occupational Safety and Health, Safety Education, Vocational Education, Vocational High Schools
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Jitmahantakul, Sukonmeth; Chenrai, Piyaphong – Review of International Geographical Education Online, 2019
Applying virtual reality (VR) technology to geoscience classrooms provides a new way to engage students. Visualizing geological information in 360-degree allows students to experience processes of the Earth and makes them feel like they are outside the classroom. This paper describes a convenient technique for making 360-degree VR environments…
Descriptors: Computer Simulation, Technology Integration, Earth Science, High School Students
MacCallum, Kathryn – Teaching and Learning Research Initiative, 2022
Recent changes to the Technology learning areas of "The New Zealand Curriculum" drove the motivation for this research project. The changes to the curriculum were designed to support students to develop the digital literacies vital to engage in an increasingly digital society (Ministry of Education, 2017). The need to attract more…
Descriptors: Educational Technology, Technology Uses in Education, Technological Literacy, Technology Integration
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Yehya, Fouad M.; Barbar, Aziz M.; Abou-Rjeili, Suzanne – Research in Social Sciences and Technology, 2019
Physics is a tough and challenging topic. Facilitating the learning of physics requires an innovative and constructivist view of teaching that promotes an active learning environment and an effective implementation of educational technology. The purpose of the study is to investigate whether the use of computer simulations combined with hands-on…
Descriptors: Computer Simulation, Hands on Science, Science Instruction, Instructional Effectiveness
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