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Showing 1 to 15 of 37 results Save | Export
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Jingru Zhang; Wan Ahmad Jaafar Wan Yahaya; Mageswaran Sanmugam; Yuting Dai – SAGE Open, 2025
The potential of educational augmented reality systems to improve students' learning performance, motivation, and cognitive load has been demonstrated by recent studies. To help students learn the design history material, this study suggests an AR-integrated learning application strategy. In this study, we use Modernism as the theoretical…
Descriptors: Cognitive Processes, Difficulty Level, Physical Environment, Simulated Environment
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Xiaozhe Yang; Pei-Yu Cheng; Xin Liu; Sheng-Pao Shih – Education and Information Technologies, 2024
This paper presents a new art metaverse prototype, constructed using virtual reality technology to create an immersive scene with a specific artistic style and integrate virtual avatar technology to allow interaction with characters in the art painting. Ninety-six college students participated in the study, divided into two groups: the virtual…
Descriptors: Computer Simulation, Simulated Environment, Art Education, Technology Uses in Education
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Pedaste, Margus; Mitt, Geidi; Jürivete, Teele – Education Sciences, 2020
A systematic review of the potential of implementing augmented reality (AR) in inquiry-based learning was conducted. We considered the purposes, potential advantages, application characteristics and the effects of using AR in inquiry-based learning. The findings reveal that AR, in the context of inquiry-based learning, is mostly implemented…
Descriptors: Elementary Secondary Education, Computer Simulation, Simulated Environment, Educational Technology
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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
Rosalyn Kelson Richards – ProQuest LLC, 2021
Many researchers have observed that gamified mixed reality learning environments (gMRLEs) can increase learner engagement, motivation, knowledge acquisition, and critical thinking. However, there is no consensus on strategies and methods for designing gMRLEs. The purpose of this qualitative Delphi study was to identify best practices in designing…
Descriptors: Best Practices, Gamification, Game Based Learning, Computer Simulation
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Huang, Tien-Chi; Chen, Mu-Yen; Hsu, Wen-Pao – Educational Technology & Society, 2019
Augmented reality (AR) technology has recently been applied to outdoor learning in an attempt to overcome the drawbacks associated with traditional teaching environments. This study conducted an experiment designed to examine how augmented reality (AR) technology in mobile devices can be used to generate virtual objects to create a context-aware,…
Descriptors: Simulated Environment, Computer Simulation, Educational Technology, Technology Uses in Education
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Xinyi Wang; Mohd Nazri Bin Abdul Rahman; Mohd Shahril Nizam Shaharom – Cogent Education, 2024
Augmented reality (AR) technology is increasingly utilized in cognitive development and education of preschoolers. The Augmented Reality Integrated STEM Preschooler (ARISP) module combines AR technology with STEM (Science, Technology, Engineering, and Mathematics) in teaching and learning activity. This study aims to assess the impacts of the…
Descriptors: Foreign Countries, Preschool Education, STEM Education, Learning Activities
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Casañ-Pitarch, Ricardo – Digital Education Review, 2017
The use of videogames in the foreign language (FL) classroom seems to be gradually increasing nowadays. TICs are making the lives of educators easier and their teaching methods more effective; these positive experiences make that researchers in this field are constantly introducing and developing new teaching methods and electronic applications.…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Second Language Instruction
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Kavanagh, Sam; Luxton-Reilly, Andrew; Wuensche, Burkhard; Plimmer, Beryl – Themes in Science and Technology Education, 2017
Virtual reality has existed in the realm of education for over half a century. However, its widespread adoption is still yet to occur. This is a result of a myriad of limitations to both the technologies themselves, and the costs and logistics required to deploy them. In order to gain a better understanding of what these issues are, and what it is…
Descriptors: Educational Technology, Technology Uses in Education, Simulated Environment, Teaching Methods
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Parong, Jocelyn; Mayer, Richard E. – Journal of Educational Psychology, 2018
The goals of the study were (a) to compare the instructional effectiveness of immersive virtual reality (VR) versus a desktop slideshow as media for teaching scientific knowledge, and (b) to examine the efficacy of adding a generative learning strategy to a VR lesson. In Experiment 1, college students viewed a biology lesson about how the human…
Descriptors: Science Instruction, Simulated Environment, Computer Simulation, Educational Technology
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Cheng, Kun-Hung – Journal of Educational Computing Research, 2017
With the increasing attention to the role of parents in children's learning, what issues parents consider and how they behave when learning with their children when confronted with the emerging augmented reality (AR) technology may be worth exploring. This study was therefore conducted to qualitatively understand parents' conceptions of AR…
Descriptors: Simulated Environment, Computer Simulation, Parent Role, Parent Attitudes
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O'Connor, Eileen A.; Domingo, Jelia – Journal of Educational Technology Systems, 2017
With the advent of open source virtual environments, the associated cost reductions, and the more flexible options, avatar-based virtual reality environments are within reach of educators. By using and repurposing readily available virtual environments, instructors can bring engaging, community-building, and immersive learning opportunities to…
Descriptors: Educational Technology, Technology Uses in Education, Simulated Environment, Computer Simulation
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Barreto, Daisyane C. – Educational Media and Technology Yearbook, 2015
Facilitated by the ascendance of massive multiplayer online games and virtual worlds, digital game culture has become a part of children's lives over the past few years. By playing these games, children can not only socialize with their regular friends face to face but also establish relationships with other players online. This chapter presents…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Game Based Learning
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Becnel, Kim, Ed. – IGI Global, 2019
The emergent phenomena of virtual reality, augmented reality, and mixed reality is having an impact on ways people communicate with technology and with each other. Schools and higher education institutions are embracing these emerging technologies and implementing them at a rapid pace. The challenge, however, is to identify well-defined problems…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Simulated Environment
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Kruk, Mariusz – The EUROCALL Review, 2016
The article presents the results of a study whose main aim was to investigate the changes in motivation, language anxiety and boredom in learning English in "Second Life." The sample consisted of 16 second year students of English philology. The study was conducted over the period of a summer semester. During that time the participants…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Summer Programs
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