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Carlos A. Lara-Alvarez; Ezra Federico Parra-González; Miguel A. Ortiz-Esparza; Héctor Cardona-Reyes – Contemporary Educational Technology, 2023
Virtual reality (VR) is rapidly gaining popularity and becoming more accessible. Numerous studies have examined the effectiveness of this technology in educational settings. This article provides a summary of the evidence regarding the efficacy of virtual environments for elementary education. A meta-analysis was conducted to combine the findings…
Descriptors: Computer Simulation, Simulated Environment, Technology Uses in Education, Elementary Education
Sean McLaughlin – ProQuest LLC, 2023
Classroom engagement is critical to academic success for high school students (Marks, 2000). Increasing student classroom engagement can improve academic performance and student self-confidence (Reeve, 2013). This study aims to determine how student classroom engagement is impacted by the use of immersive virtual reality (VR) video. This study…
Descriptors: Learner Engagement, High School Students, Video Technology, Computer Simulation
Selvakumar Silaiyappan; Sivakumar Palaniyandi – Journal of Learning for Development, 2025
This study aims to identify emerging trends in immersive learning research in teacher education in order to provide researchers with insights into research themes and issues for further exploration. Specifically, the researchers scrutinised the research methods, research outcomes, and technologies employed in immersive learning research in teacher…
Descriptors: Literature Reviews, Teacher Education, Preservice Teachers, Educational Research
Isaac Wiafe; Akon Obu Ekpezu; Gifty Oforiwaa Gyamera; Fiifi Baffoe Payin Winful; Elikem Doe Atsakpo; Charles Nutropkor; Stephen Gulliver – Education and Information Technologies, 2025
The COVID-19 pandemic has propelled the use of technology in education through platforms such as YouTube and immersive technologies (e.g., virtual reality (VR) and augmented reality (AR)). Despite their potential to improve equity, access, engagement, and cognitive achievement, studies comparing their impacts on learning outcomes are scarce. This…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Simulated Environment
Rashmi Aggarwal, Editor; Prachi Gupta, Editor; Satinder Singh, Editor; Rajni Bala, Editor – IGI Global, 2024
In the field of education, the quick progression of technologies poses both unprecedented challenges and unparalleled opportunities. As our classrooms undergo a large shift, traditional practices are being questioned, demanding a reevaluation of how we teach, learn, and prepare the leaders of tomorrow. The consensus is clear: for our students to…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
T. Lee; Y. Wen; M. Y. Chan; A. B. Azam; C. K. Looi; S. Taib; C. H. Ooi; L. H. Huang; Y. Xie; Y. Cai – Interactive Learning Environments, 2024
This study investigates the use of virtual and augmented reality (VAR) in higher education on students' self-efficacy in science and engineering, and academic performance. An innovative VAR classroom is set up as an immersive and interactive learning environment at Nanyang Technological University for curriculum-based learning. This classroom is…
Descriptors: Computer Simulation, STEM Education, Universities, Physical Environment
Asmaa Sakr; Tariq Abdullah – Education and Information Technologies, 2024
Virtual and Augmented Reality technologies have emerged as promising tools in the education sector, offering new possibilities for immersive learning experiences. Many researchers have focused their research on examining the potential of these technologies in education from different perspectives. However, it was discovered that there are research…
Descriptors: Computer Simulation, Technology Uses in Education, Physical Environment, Learning Analytics
Ismaeel, Dina A.; Al Mulhim, Ensaf N. – International Education Studies, 2019
This paper aims to investigate the influence of augmented reality technology on the achievement and attitudes of student tolerance for ambiguity. Seventy-eight undergraduate students at King Faisal University participated in the experiment, in two groups according to their learning style (tolerant or intolerant of ambiguity). The findings revealed…
Descriptors: Undergraduate Students, Computer Simulation, Simulated Environment, Educational Technology
Liu, Ruixue; Wang, Lei; Lei, Jing; Wang, Qiu; Ren, Youqun – British Journal of Educational Technology, 2020
The increased availability and development of immersive technologies have given students growing opportunities to engage in different educational subjects. However, there is a lack of empirical research exploring the educational influence of using Immersive Virtual Reality (IVR) in science classrooms. To address this gap, this study developed a…
Descriptors: Computer Simulation, Electronic Learning, Outcomes of Education, Academic Achievement
Xiao-Fan Lin; Juan Jiang; Guoyu Luo; Xiyu Huang; Wenyi Li; Jiayan Zou; Zhaoyang Wang; Qintai Hu – Educational Technology & Society, 2023
Mitigating the digital divide is essential for the sustainable development of education. To provide distance access which ensures equality in education for both urban and rural students, online learning has been emphasized in the post COVID-19 period. However, some challenges to total online learning have been described, such as isolation and the…
Descriptors: Rural Urban Differences, Digital Literacy, Access to Education, Distance Education
Malaquias, Rodrigo Fernandes; Malaquias, Fernanda Francielle de Oliveira; Borges, Dermeval M., Jr.; Zambra, Pablo – Turkish Online Journal of Distance Education, 2018
The literature on serious games (SGs) indicates that they are very useful tools to improve the teaching/learning process. In this paper, we analyze some potential benefits of a SG on academic performance of undergraduate accounting students. The database is comprised of scores obtained by students during an undergraduate discipline related with…
Descriptors: Academic Achievement, Undergraduate Students, Accounting, Educational Games
Ogbuanya, Theresa Chinyere; Onele, Nicholas Ogbonna – Computers in the Schools, 2018
This study compared efficiency of desktop virtual reality with a conventional classroom learning practice for the teaching and learning of electrical/electronics technology. This was measured through academic achievement, learning interest, and engagement. A quasi-experimental design was employed for this study. Four universities were used for the…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Computer Simulation
Althoff, Alissa – ProQuest LLC, 2018
This study aimed to identify the specific needs of faculty to create, execute, and trouble shoot the technology associated with clinical simulation. How faculty experiences and the use of simulation in the clinical environment is a critical topic to explore because there seems to be a lack of training and resources to properly execute simulation.…
Descriptors: Barriers, Academic Achievement, Outcomes of Education, Undergraduate Students
Akpan, Sylvester J.; Etim, Paulinus J.; Udom, Stella Ogechi – World Journal of Education, 2016
The virtual classroom and distance education have created new teaching pedagogy. This study was carried out to investigate Virtual Classroom Instruction on Academic Performance of Educational Technology Students in Distance Education, Enugu State. The population for this study was limited to the Students in National Open University, Enugu study…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Simulated Environment
Sirakaya, Mustafa; Cakmak, Ebru Kilic – Contemporary Educational Technology, 2018
Augmented reality is defined as a technology in which real world and virtual objects are combined with a simultaneous interaction. The aim of this study is to determine the effect of augmented reality use on students' achievement, misconception and course engagement. A (matched) quasi-experimental research design with both pretest and posttest…
Descriptors: Misconceptions, Quasiexperimental Design, Pretests Posttests, Control Groups
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