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Showing 1 to 15 of 41 results Save | Export
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HanXi Li; Younghwan Pan – Education and Information Technologies, 2025
This study based on the Hedonic Motivation System Adoption Model (HMSAM), the Expectation Confirmation Model (ECM), and Task Technology Fit (TTF), explores the factors influencing users' continuance intention in gamified learning within metaversity. A total of 286 valid questionnaires were collected using random sampling. The data were analyzed…
Descriptors: Gamification, Technology Uses in Education, Student Motivation, Models
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Ilana Dubovi – Interactive Learning Environments, 2024
Virtual reality (VR) has been shown to induce excessive affective processing, which in turn impacts the learning process and learning outcomes. Therefore, a better understanding of emotional dynamics and how emotions are instigated while learning with VR is needed. For this purpose, the students learning process with a VR simulation was captured…
Descriptors: Nonverbal Communication, Psychological Patterns, Learner Engagement, Computer Simulation
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Cheng Wei Lim; Kong Yen Liew; Sie Hui Lim; Manraj Singh Cheema; Puteri Suhaiza Sulaiman; Hanis Hazeera Harith; Hasni Idayu Saidi; Chau Ling Tham – Education and Information Technologies, 2024
The aseptic technique is essential for minimizing contamination in cell and tissue culture. However, biomedical science undergraduates in Universiti Putra Malaysia face challenges in acquiring hands-on learning experience on proper aseptic techniques due to inadequate facilities, which decreases learning interest and efficiency. To address this,…
Descriptors: Foreign Countries, Undergraduate Students, Biomedicine, Educational Technology
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Daniela Olea-Ibarra; Christian Hartmann; Maria Bannert – Journal of Computer Assisted Learning, 2025
Background: Enjoyment and epistemic emotions are essential in education as they drive learners to actively and persistently engage with learning material. Augmented Reality (hereinafter referred to as AR) is an emerging educational tool that offers unique opportunities for immersive learning experiences. By incorporating AR into the learning…
Descriptors: Psychological Patterns, Positive Attitudes, Computer Simulation, Active Learning
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Katerina Nerantzaki; Polykarpos Meladianos – Journal of Interactive Learning Research, 2025
Virtual reality (VR) technology has greatly expanded its role in education. It provides immersive experiences that enhance learning across various disciplines. Understanding the role of emotions in technology-based learning environments is crucial for improving educational outcomes. This study aimed to explore how VR environments evoke university…
Descriptors: Computer Simulation, Technology Uses in Education, Emotional Response, Undergraduate Students
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Wangqian Fu; Tao Tao; Jingyi Wang; Zhiwei Peng; Yan Wang – Journal of Special Education Technology, 2025
Virtual reality (VR) technology provides innovative intervention means for children with autism spectrum disorder (ASD) due to its advantages of realism, flexibility, and controllability, bringing new possibilities. The application of VR technology for intervention in children with ASD has been widely explored. A total of 39 studies reviewed…
Descriptors: Computer Simulation, Technology Uses in Education, Students with Disabilities, Autism Spectrum Disorders
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Xinyu Bi; Yongbin Hu; Li Li; Jinying Zhang; Xianmin Yang – Education and Information Technologies, 2025
The effectiveness of classroom management has the effect of improving the sense of accomplishment and happiness of teachers. However, many pre-service teachers have often failed to be fully prepared in terms of training, making them have a significant gap with senior educators in terms of classroom management skills. This gap raises a critical…
Descriptors: Computer Simulation, Classroom Techniques, Training, Preservice Teacher Education
Jason Wolfgang Woodworth – ProQuest LLC, 2023
Virtual reality can be used to enhance education, especially in the remote context. Cross-reality interfaces can be useful for users who wish to access shared virtual spaces from different devices. Emotion recognition can then be used to supplement the lost non-verbal cues and allow teachers to address students in need. We introduce several types…
Descriptors: Computer Simulation, Stimuli, Psychological Patterns, Educational Improvement
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Ibrahim Arpaci; Mahadi Bahari – Interactive Learning Environments, 2024
Metaverse is an immersive three-dimensional (3D) virtual world inhabited by avatars beyond the physical realm. The COVID-19 pandemic has disrupted the education system and the need to accelerate the digitalization of education has received a lot of attention. Metaverse can be an alternative solution for sociocultural interaction and to continue…
Descriptors: Computer Simulation, Sustainability, Personal Autonomy, Technology Uses in Education
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Wenbin Du; Ruo-yu Liang – SAGE Open, 2024
This work aims to investigate the cultural and psychological factors that significantly affect teachers' intention to accept VR technology and use it long-term in their classes in elementary and secondary schools. The extended unified theory of acceptance and use of technology (UTAUT2) model effectively measured such factors in this context. We…
Descriptors: Computer Simulation, Technology, Intention, Technology Uses in Education
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Mohd Khairulnizam Ramlie; Ahmad Zamzuri Mohamad Ali – Journal of Computer Assisted Learning, 2024
Background: Effective communication in education employs diverse methods, with hologram technology representing teaching staff. Holograms, using different character realism levels, aim to sustain student interest and motivation. This study explores whether student valence, influenced by hologram tutor character appearance, significantly mediates…
Descriptors: Information Technology, Visual Aids, Computer Simulation, Student Interests
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Yongluan Ye; Regina Kaplan-Rakowski – British Journal of Educational Technology, 2024
Holding learners' attention is challenging, especially when they are asked to listen to long passages. High-immersion virtual reality (VR) can immerse learners in listening tasks, even in such complex languages as Chinese. This exploratory study examined the effect of VR on 43 Chinese language learners' listening comprehension, enjoyment, sense of…
Descriptors: Computer Simulation, Chinese, Second Language Learning, Technology Uses in Education
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Hui-Shan Lo; Cheng-Ming Chen; Jon-Chao Hong; Ting-Fang Wu – Journal of Special Education Technology, 2025
The purpose of the current study was to develop an appropriate model to represent the relationships among the factors relating to the intention of vocational training professionals to use virtual reality vocational training systems for persons with disabilities. A questionnaire based on the theory of the value-based adoption model was used to…
Descriptors: Career and Technical Education, Computer Simulation, Students with Disabilities, Value Judgment
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Slósarz, Luba; Jurczyk-Romanowska, Ewa; Rosinczuk, Joanna; Kazimierska-Zajac, Magdalena – SAGE Open, 2022
In the educational context, virtual reality (VR) can be defined as a set of diverse hardware and software technologies that can be used to provide the experience of immersion in the learning process. This study aimed to investigate the connection between VR and emotions that can motivate students to be more active in the didactic process. A group…
Descriptors: Computer Simulation, Technology Uses in Education, Psychological Patterns, Teaching Methods
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Hawes, Dan; Arya, Ali – IEEE Transactions on Learning Technologies, 2023
Recent research indicates that the majority of postsecondary students in North America "feel overwhelming anxiety," an issue that has also been observed in many other regions and is negatively impacting students' academic performance and overall well-being. This article reports the results of our interdisciplinary analysis of innovative…
Descriptors: Technology Uses in Education, Anxiety, Psychological Patterns, Cognitive Ability
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