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Showing 1 to 15 of 23 results Save | Export
Kelly Jay Smith – ProQuest LLC, 2024
Augmented reality (AR) is an emergent technology beginning to be integrated into many disciplines such as engineering, architecture, and medical fields for educational purposes. The present study builds on a pilot study conducted in the spring of 2022 exploring how AR can be employed in Environmental Education (EE) by providing just-in-time…
Descriptors: Computer Simulation, Simulated Environment, Environmental Education, Technology Uses in Education
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Grant Cooper; Li Ping Thong; Kok-Sing Tang – Educational Media International, 2024
Immersive virtual reality (IVR) offers significant transformative potential for science education by supporting learning experiences that deeply engage students and improve their understanding of scientific concepts. Despite considerable interest, research on the use of IVR in science education is still in its formative stage. Currently, there is…
Descriptors: Science Education, Computer Simulation, Learning Experience, Learner Engagement
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Rawson, Rebecca; Okere, Uchechukwu; Tooth, Owen – International Review of Research in Open and Distributed Learning, 2022
Recent research in the field of virtual reality (VR) education is dominated by the application, experience, and effectiveness of high-immersive environments. However, high-immersive VR may not be accessible to all learners, with online distance learning students in particular unable to fully engage without being supplied with appropriate…
Descriptors: Computer Simulation, Technology Uses in Education, Electronic Learning, Environmental Education
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Yogesh Sharma; Ankit Suri; Rajeev Sijariya; Lokesh Jindal – E-Learning and Digital Media, 2025
The aim of the research is to investigate the role of Education 4.0 in innovative curricular practices and digital literacy, weaving logically with the central focus of the study on identifying new and emerging areas in the field. The research uses bibliometric analysis and scientific mapping to analyse the body of knowledge already published and…
Descriptors: Digital Literacy, Curriculum Development, Educational Practices, Role of Education
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Caroline P. Barnett; J. Loizzo; J. C. Bunch; S. Baker; M. P. Anderson – Journal of Environmental Education, 2024
The term "charismatic" refers to visually or empathetically appealing animals. They act as flagship species to garner interest and participation. This study explored the impact of charismatic animals featured in three virtual reality (VR) tours of an estuary system on youths' learning, connectedness to water (CTW), and tour perceptions.…
Descriptors: Animals, Environmental Education, Knowledge Level, Water
Xintian Tu – ProQuest LLC, 2024
This dissertation investigates how embodied learning within a Mixed Reality (MR) environment supports young children's science learning, focusing on a honeybee system. To do so, I designed three types of activities within an MR environment to enable young children to assume different perspectives as they create embodied models of honeybees as…
Descriptors: Young Children, Computer Simulation, Science Education, Learning Processes
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Nina Adjanin; Gordon P. Brooks – Turkish Online Journal of Educational Technology - TOJET, 2023
Climate change and global warming have huge impacts on the most fragile ecosystems on Earth. With temperatures rising, most of the tropical glaciers on Earth, found near the Equator, will be gone before the end of the century. These far-removed natural areas are obscure and difficult for students to visit or learn from directly. Educating students…
Descriptors: Computer Simulation, Technology Uses in Education, Climate, Conservation (Environment)
Aditya Vishwanath – ProQuest LLC, 2023
As VR becomes increasingly mainstream due to lowering hardware costs and increased access to VR content, it becomes critical to fill the gap in learning sciences literature that explains how this content may be developed in alignment with targeted learning outcomes. It also becomes imperative to study the integration of VR outside the…
Descriptors: Computer Simulation, Technology Integration, Technology Uses in Education, Elementary Secondary Education
Hsiao-Ping Hsu – Geography Teacher, 2024
According to the author, this innovative lesson plan incorporates virtual reality (VR) technology to foster environmental awareness and care in late primary-age students. Drawing on the place-based education approach and social constructivism in the lesson design, students participate in collaborative project-based learning. The students' task…
Descriptors: Computer Simulation, Environmental Education, Elementary School Students, Lesson Plans
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Wenny Pinta Litna Tarigan; Heru Kuswanto; Christine Ulina Tarigan – Anatolian Journal of Education, 2023
The use of Augmented Reality (AR) in education combined with local potency such as Naturindo Herbal Garden located at Sendangsari Village, Pengasih District, Yogyakarta, Indonesia as a center for the herbal medicine industry and learning resource for human digestive was identified as an important strategy for developing student learning outcomes.…
Descriptors: Computer Simulation, Grade 11, Human Body, Educational Media
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Petersen, Gustav B.; Klingenberg, Sara; Mayer, Richard E.; Makransky, Guido – British Journal of Educational Technology, 2020
Immersive Virtual Reality (IVR) is being used for educational virtual field trips (VFTs) involving scenarios that may be too difficult, dangerous or expensive to experience in real life. We implemented an immersive VFT within the investigation phase of an inquiry-based learning (IBL) climate change intervention. Students investigated the…
Descriptors: Field Trips, Educational Technology, Technology Uses in Education, Computer Simulation
Kristina Adanin – ProQuest LLC, 2020
At a time when the world is facing a range of significant challenges, including a rise in air temperature, rapidly evolving droughts in some areas, and floods, new technology in education can help inform people of current issues that may not be close to them but, nevertheless, can have a significant impact in the future. Our planet has been…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Environmental Education
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Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
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Keller, Thomas; Glauser, Philipp; Ebert, Nico; Brucker-Kley, Elke – International Association for Development of the Information Society, 2018
This paper examines the use of Virtual Reality (VR) at Swiss secondary schools. Despite many years of research, no well-founded data are available on the effects of the technology on children's learning success. It is assumed that VR is compatible with the learning theory of constructivism through the possibility of immersion, interaction, 3D…
Descriptors: Educational Technology, Technology Uses in Education, Secondary Education, Computer Simulation
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Eames, Chris; Aguayo, Claudio – set: Research Information for Teachers, 2020
This article explores how using mobile learning-focused mixed reality (MR) can complement and reinforce learning experiences outside the classroom. Our study involved one primary school class, the teacher, and a marine reserve visitor centre and was based in the co-design of digital tools which were contextually relevant to all educators and…
Descriptors: Handheld Devices, Technology Uses in Education, Computer Simulation, Electronic Learning
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