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Amarpreet Gill; Derek Irwin; Linjing Sun; Dave Towey; Gege Zhang; Yanhui Zhang – IEEE Transactions on Learning Technologies, 2025
The rapid changes in technology available for teaching and learning have led to a wide variety of potential tools that can be deployed to support a student's education experience. This article examines the learning interfaces for pedagogical virtual reality (VR) environments, including immersive VR (iVR). It also looks at how microlearning (ML)…
Descriptors: Computer Simulation, Learning Activities, Electronic Learning, Learning Modules
Ozcan Ozyurt; Hacer Ozyurt – Education and Information Technologies, 2024
The aim of this study is to identify the main research interests and trends in the literature related to the integration of virtual reality into educational and training environments and to provide a potential guideline for future applications of virtual reality. For this purpose, a topic modeling analysis was conducted with a total of 16413…
Descriptors: Computer Simulation, Educational Research, Educational Trends, Training
Audur Palsdottir – International Research in Geographical and Environmental Education, 2025
The purpose of this research is to develop the use of Virtual Reality (VR) and fieldwork with teenagers in two compulsory schools in the capital city area of Iceland. The study aims to understand how teenagers succeed in an enquiry driven work combining simple digital tools, such as mobile phones, when making 360° photos, analysing opportunities…
Descriptors: Adolescents, Geography Instruction, Computer Simulation, Foreign Countries
Ali Geris; Nesrin Özdener – Educational Technology Research and Development, 2024
Numerous studies have been carried out in recent years on the use of virtual reality (VR) technologies and environments in education. On the other hand, many researchers have drawn attention to the inadequacy of studies that deal with the education process in virtual reality environments from a broad perspective. In this research, the process of…
Descriptors: Computer Simulation, Educational Environment, Technology Uses in Education, Simulated Environment
Mostafa Al-Emran – Interactive Learning Environments, 2024
The rapidly evolving digital landscape, punctuated by the emergence of artificial intelligence (AI) and immersive technologies, is poised to reshape learning environments dramatically. This study explores the potential use of ChatGPT, a state-of-the-art language model developed by OpenAI, in Metaverse learning environments. It sheds light on…
Descriptors: Artificial Intelligence, Natural Language Processing, Technology Uses in Education, Opportunities
Dennis Beck; Leonel Morgado; Patrick O'Shea – IEEE Transactions on Learning Technologies, 2024
The educational metaverse promises fulfilling ambitions of immersive learning, leveraging technology-based presence alongside narrative and/or challenge-based deep mental absorption. Most reviews of immersive learning research were outcomes-focused, few considered the educational practices and strategies. These are necessary to provide theoretical…
Descriptors: Educational Practices, Educational Strategies, Computer Simulation, Simulated Environment
Siu Shing Man; Yizhen Fang; Alan Hoi Shou Chan; Jiayan Han – Education and Information Technologies, 2025
With the continuous evolution of information technology shaping advancements in education, virtual reality (VR) technology has been increasingly applied to enhance English learning amongst students, aiming to boost learning efficiency and performance. This study introduced a VR technology acceptance model (TAM) to fulfil these requirements. The…
Descriptors: Computer Simulation, Technology Uses in Education, Educational Environment, Anxiety
Burç Çeken; Nazim Taskin – Journal of Computer Assisted Learning, 2025
Background: Multimedia learning, encapsulating both visual and verbal information, has become pivotal in educational settings, with extensive research underscoring its influence. However, a notable research gap exists concerning the application and effectiveness of multimedia learning principles, precisely segmenting, pre-training and modality,…
Descriptors: Multimedia Instruction, Computer Simulation, Educational Environment, Instructional Effectiveness
Ling Wu; Shuxin Wang – Education and Information Technologies, 2025
Contemporary technological advancements offer new possibilities for enhancing user creativity. We aimed to explore how technology can boost student creativity to meet the twenty-first century's demand for innovative talent. Based on the 4P model of creativity (person, process, product, and press) and constructivist theory, a virtual reality (VR)…
Descriptors: Computer Simulation, Brain, Biofeedback, Creativity
Serkan Solmaz; Liesbeth Kester; Tom Van Gerven – Education and Information Technologies, 2024
Virtual reality has become a significant asset to diversify the existing toolkit supporting engineering education and training. The cognitive and behavioral advantages of virtual reality (VR) can help lecturers reduce entry barriers to concepts that students struggle with. Computational fluid dynamics (CFD) simulations are imperative tools…
Descriptors: Computer Simulation, Educational Environment, Engineering Education, Technology Uses in Education
Kim, Taehyun; Planey, James; Lindgren, Robb – IEEE Transactions on Learning Technologies, 2023
The metaverse entails modes of interactivity that hold enormous potential for education in various contexts and domains. The metaverse represents a convergence of technologies, such as immersive virtual reality (VR) and augmented reality, that allow for multimodal engagements with digital objects, virtual environments, and people. In this article,…
Descriptors: Educational Theories, Computer Simulation, Technology Uses in Education, Educational Environment
Oya Özgün; Olgun Sadik – Educational Policy Analysis and Strategic Research, 2023
Virtual Reality (VR) is a technology with a potential impact on education. Due to cost and usability limitations, it has not been used extensively. However, recent research studies suggested VR as a learning environment with benefits on students' learning performance through experience. It especially has various benefits for language learners.…
Descriptors: Computer Simulation, Second Language Learning, Educational Environment, Technology Integration
Junjie Gavin Wu; Danyang Zhang; Sangmin Michelle Lee – IEEE Transactions on Learning Technologies, 2024
The emergence of the Metaverse, supported by innovative technologies, especially extended reality, has opened up new possibilities for various fields of education. Some disciplines like STEM have already derived significant benefits from the immersive, interactive, and authentic learning opportunities afforded by the Metaverse. In contrast, only…
Descriptors: Simulated Environment, Computer Simulation, Technology Uses in Education, Second Language Instruction
Lahcen Oubahssi; Claudine Piau-Toffolon; Oussema Mahdi – Interactive Learning Environments, 2024
In this paper, we address the issue of the design and deployment of VR-oriented pedagogical scenarios by teachers as designers. To provide practical and theoretical solutions, we analyse the various existing models and tools for assisting teachers in the design and deployment of virtual reality learning environments (VRLEs). We identify a need for…
Descriptors: Computer Simulation, Teaching Methods, Instructional Design, Technology Uses in Education
Xilang He – International Journal of Education and Literacy Studies, 2023
The term "metaverse" refers to a range of technologies, including chip technology, network communication technology, VR/AR/MR/XR technology, game technology (game engine, game code, multimedia resources), and block chain technology. Augmented reality and virtual reality offer numerous potential application. As the social metaverse…
Descriptors: Computer Simulation, Simulated Environment, Physical Education, Technology Uses in Education