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Mohamed Amine Marhraoui; Olugbenga Ayo Ojubanire – European Journal of Education, 2025
Prior research has highlighted the importance of smart learning in raising awareness and engagement about sustainable development. Nevertheless, few papers have focused on the impact of climate change simulation environments. In this paper, a systematic literature review has helped to shed the light on the research gaps and to propose a conceptual…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Sustainable Development
Devin Cashman – ProQuest LLC, 2024
College recreation programs are an ideal way for students to participate in physical activity while on campus. These programs can offer a diverse range of opportunities for individuals to participate in various sport and fitness activities. By integrating virtual reality (VR) technology these programs expand their offerings and allow students to…
Descriptors: Technology Uses in Education, Computer Simulation, Participation, Student Participation
Kersting, Magdalena; Steier, Rolf; Venville, Grady – International Journal of Science Education, Part B: Communication and Public Engagement, 2021
Virtual reality applications turn abstract concepts into experienceable phenomena and present exciting opportunities to transform science education and public outreach practices. While research has started to look into the affordances of virtual reality (VR) in the formal science education context, the potential of these technologies to enhance…
Descriptors: Computer Simulation, Science Education, Educational Technology, Technology Uses in Education
Henderson, Nathan; Min, Wookhee; Emerson, Andrew; Rowe, Jonathan; Lee, Seung; Minogue, James; Lester, James – International Educational Data Mining Society, 2021
Recent years have seen significant interest in multimodal frameworks for modeling learner engagement in educational settings. Multimodal frameworks hold particular promise for predicting visitor engagement in interactive science museum exhibits. Multimodal models often utilize video data to capture learner behavior, but video cameras are not…
Descriptors: Museums, Audiences, Participation, Exhibits
Olejniczak, Karol; Newcomer, Kathryn E.; Meijer, Sebastiaan A. – American Journal of Evaluation, 2020
Evaluation professionals need to be nimble and innovative in their approaches in order to be relevant and provide useful evidence to decision-makers, stakeholders, and society in the crowded public policy landscape. In this article, we offer serious games as a method that can be employed by evaluators to address three persisting challenges in…
Descriptors: Evaluation Methods, Stakeholders, Participation, Evaluation Utilization
DeMers, Michael N. – International Journal of Virtual and Personal Learning Environments, 2010
Second Life is increasingly being used as a venue for education, especially for delivery of online instruction where social presence and community building are essential components. Despite its robust 3-D modeling tools and powerful scripting language, many educational uses of Second Life are limited to passive forms of content delivery that often…
Descriptors: Educational Technology, Technology Uses in Education, Simulated Environment, Computer Simulation