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Udeozor, Chioma; Toyoda, Ryo; Russo Abegão, Fernando; Glassey, Jarka – Higher Education Pedagogies, 2021
Virtual Reality (VR) games and simulations are increasingly being used to provide highly interactive, engaging and contextual learning experiences for learners in otherwise risk-prone environments, such as those obtained in chemical engineering and industrial domains. Understanding the intention of users towards this technology for education and…
Descriptors: Computer Simulation, Game Based Learning, Chemical Engineering, Engineering Education
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Pourazar, Morteza; Bagherzadeh, Fazlolah; Mirakhori, Fatemeh – International Journal of Developmental Disabilities, 2021
Aims: The purpose of this study was to investigate the effects of Virtual reality training on dynamic balance of children with spastic hemiplegic cerebral palsy (SHCP). Methods: 20 girls with SHCP (mean age = 9.4; SD =1.48) were selected from special schools and divided into the experimental and control groups. Commercially available Kinect dance…
Descriptors: Children, Cerebral Palsy, Computer Simulation, Training
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Walters, Sharon M.; Hirsch, Shanna E.; McKown, Georgia; Carlson, Alex; Allen, Abigail A. – Teacher Education and Special Education, 2021
Given the critical importance of discrete instructional practices in special education, teacher candidates must be prepared to implement them upon entering the classroom. In preservice teacher education programs, field placements and clinical experiences rarely provide enough opportunities for preservice teachers to gain the proficiency needed to…
Descriptors: Computer Simulation, Simulated Environment, Preservice Teachers, Preservice Teacher Education
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Putney, Jennifer M.; Collin, Cali-Ryan; Halmo, Rebekah; Cadet, Tamara; O'Brien, Kimberly – Journal of Social Work Education, 2021
Screening and brief intervention (SBI) is an evidence-supported intervention for reducing clients' hazardous alcohol use. One method of teaching SBI is online patient simulation (OPS). Despite the need to promote diversity in social work education, OPS most frequently features non-Hispanic White clients. In response to this need, the authors…
Descriptors: Student Evaluation, Competence, Screening Tests, Intervention
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Yilmaz, Zeynel Abidin; Batdi, Veli – Journal of Science Learning, 2021
This study aims to reach the meta-analysis data by analyzing the augmented reality (AR) applications used in Science Education. The search was conducted on specific databases considering the studies carried out between 2000 and 2019 years. While collecting data, inclusion criteria were considered. After searching the related databases, 24 studies…
Descriptors: Computer Simulation, Science Instruction, Instructional Effectiveness, Science Achievement
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Bourina, Helena V.; Dunaeva, Larisa A. – E-Learning and Digital Media, 2021
The formation of hypertext competence emerges from a combination of methods, tools and technologies that provide communication between hypertext network devices with the aim of transmitting information. The information transmitted may be diverse depending on its type and content and is intended to be used collectively through network information…
Descriptors: Hypermedia, Competence, Computer Simulation, Multimedia Instruction
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Vishkaie, Rojin; Seyed, Teddy; Emmons, Claire Thoma; vom Lehn, Dirk – Journal of Museum Education, 2021
Socializing and interaction are important aspects for families who visit museums. Mixed reality (MR) uses a set of technology that museums employ to encourage this behavior, but they face challenges in maintaining family cohesion with experiences across different exhibitions and kiosks. In this paper, we explore these challenges broadly to provide…
Descriptors: Museums, Exhibits, Foreign Countries, Socialization
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Reinking, Anni – Current Issues in Education, 2021
As one of the hardest professions, teaching can lead to burnout, stress, and other physical and emotional reactions throughout one's professional life. However, implementing the innovative practice of training teachers in virtual learning environments can reduce stress and increase the success of the teacher workforce. Therefore, in this study,…
Descriptors: Beginning Teachers, Preservice Teachers, Faculty Development, Anxiety
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Pegrum, Mark – Research-publishing.net, 2021
Augmented Reality (AR) bridges the real and the digital. It is part of the Extended Reality (XR) spectrum of immersive technological interfaces. At one end of the continuum, Virtual Reality (VR) immerses users in fully digital simulations which effectively substitute for the real world. At the other end of the continuum, AR allows users to remain…
Descriptors: Physical Environment, Simulated Environment, Computer Simulation, Educational Benefits
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Moser, Luca – International Association for Development of the Information Society, 2021
Despite the positive effects of mobile augmented reality (MAR)-tools for learning, MAR-tools are not commonly used in classrooms. The scientific discourse identified a lack of concepts that guide the practical application of mobile augmented reality (MAR)-tools in education. Teachers often feel insecure when designing and applying digital learning…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
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Benjamin David; Faisal Masood; Karin Jensen – Biomedical Engineering Education, 2021
The transition to remote learning in response to the COVID-19 pandemic necessitated the adaptation of an in-person cell culture lab practical to a virtual assessment in an introductory biomedical engineering lab course. The virtual lab practical was administered in the course LMS and implemented video, data analysis, and multiple-choice questions.…
Descriptors: Laboratories, Biomedicine, Engineering, COVID-19
Dong Bin Shin – ProQuest LLC, 2021
Empathy is an important instructor variable that improves learning outcomes by creating a safe learning environment (Herbek & Yammarino, 1990). Advancements in virtual reality technology and 360-degree videography allow individuals to empathize with others through a perceptual illusion called embodiment (Bertrand et al., 2018). The purpose of…
Descriptors: Computer Simulation, Consciousness Raising, Cognitive Processes, Empathy
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Nadav Aridan; Michal Bernstein-Eliav; Dana Gamzo; Maya Schmeidler; Niv Tik; Ido Tavor – Anatomical Sciences Education, 2024
Anatomy studies are an essential part of medical training. The study of neuroanatomy in particular presents students with a unique challenge of three-dimensional spatial understanding. Virtual Reality (VR) has been suggested to address this challenge, yet the majority of previous reports have implemented computer-generated or imaging-based models…
Descriptors: Anatomy, Neurology, Electronic Learning, Computer Simulation
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Iqbal A. Rizki; Nadi Suprapto; Hanandita V. Saphira; Yusril Alfarizy; Riski Ramadani; Aulia Dwi Saputri; Dewi Suryani – Journal of Pedagogical Research, 2024
Low levels of critical thinking skills and learning motivation, particularly in physics learning, pose significant challenges that must be promptly addressed to ensure students' future success. To tackle this issue, the present study endeavors to develop a Cooperative Model, Digital Game, and Augmented Reality (CAP)-based learning, which is both…
Descriptors: Foreign Countries, High School Students, Physics, Game Based Learning
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Cathy Weng; Khanh Nguyen Phuong Tran; Chi-Chuan Yang; Hsuan-I. Huang; Hsuan Chen – Education and Information Technologies, 2024
An augmented reality (AR)-integrated gamification learning approach in an electronics course was developed in this study to help students better understand the concepts while simultaneously increasing their motivation. An experimental study was conducted to examine the effectiveness of the AR-integrated gamification approach on students' learning…
Descriptors: Computer Simulation, Gamification, Vocational Schools, High School Students
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