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Ting-Ting Wu; Edi Sarwono; Yueh-Min Huang – Journal of Computer Assisted Learning, 2025
Background: Virtual laboratories are used to supplement or even replace physical laboratories in engineering education. Although these virtual laboratories allow students to learn foundational experimental skills, they do not provide the learners with the chance to develop higher-order thinking skills (HOTS). Computational thinking (CT) is an…
Descriptors: Computation, Thinking Skills, Computer Simulation, Laboratories
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Mei-Shiu Chiu; Meihua Zhu – Education and Information Technologies, 2025
Virtual reality (VR) has gained prominence and a growing prevalence. However, parental attitudes toward using VR for educational purposes (i.e., educational VR (EVR)) are under-researched. This study investigates parents' perceptions and experiences regarding the use of EVR, focussing on mathematics learning. Using the technology acceptance model…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Parent Attitudes
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Austin C. Kozlowski; James Evans – Sociological Methods & Research, 2025
Large language models (LLMs), through their exposure to massive collections of online text, learn to reproduce the perspectives and linguistic styles of diverse social and cultural groups. This capability suggests a powerful social scientific application--the simulation of empirically realistic, culturally situated human subjects. Synthesizing…
Descriptors: Artificial Intelligence, Social Science Research, Computer Simulation, Research Methodology
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Thanapat Sripan; Pattarawat Jeerapattanatorn – Contemporary Educational Technology, 2025
Based on an analysis of 36 peer-reviewed publications from academic databases, including ERIC, Scopus, Web of Science, and Google Scholar, this review article provides an in-depth examination of the current trends, challenges, and future implications of metaverse-based learning in education. To ascertain the quality and applicability of the papers…
Descriptors: Computer Uses in Education, Educational Trends, Computer Simulation, Barriers
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Honora Quinn Burnett; Sandra Cherabie; Shelley Jackson Worstell; Karen Espinoza; Karen Sosa-Sanchez; Sonja O'Leary – Journal of School Health, 2025
Background: School-Based Health Centers (SBHCs) have the capacity to overcome youth barriers to care. However, most schools do not have on-campus SBHCs. At Denver Health, a large safety net hospital with 19 SBHCs in Denver Public Schools, we developed a SBHC virtual care program (VCP) to link school nurses with SBHC providers to provide medical…
Descriptors: Educational Development, School Health Services, Clinics, Computer Simulation
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Xi Wang; Catherine Welch – Journal of Educational Measurement, 2025
This study builds on prior research on adaptive testing by examining the performance of item calibration methods in the context of multidimensional multistage tests with within-item multidimensionality. Building on the adaptive module-level approach, where test-takers proceed through customized modules based on their initial performance, this…
Descriptors: Test Items, Adaptive Testing, Testing, Computer Simulation
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Hao Yang; Khairul Azhar Jamaludin – Discover Education, 2025
This study investigates a new model of Yellow River cultural education using virtual reality (VR) photography to enhance cultural learning and identity formation. A mixed-methods case study design was employed, with a focus on the Yellow River Guardian VR exhibition. The participants included 30 university students, 10 audience members, and 5…
Descriptors: Cultural Education, Computer Simulation, Photography, Exhibits
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Amanda J. Haskins; Jeff Mentch; Caitlin Van Wicklin; Yeo Bi Choi; Caroline E. Robertson – Journal of Autism and Developmental Disorders, 2024
Sensory differences are nearly universal in autism, but their genetic origins are poorly understood. Here, we tested how individuals with an autism-linked genotype, 16p.11.2 deletion ("16p"), attend to visual information in immersive, real-world photospheres. We monitored participants' (N = 44) gaze while they actively explored 360°…
Descriptors: Autism Spectrum Disorders, Computer Simulation, Sensory Experience, Genetic Disorders
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Zheng Zhong; Sijia Feng; Shuaizhen Jin – Education and Information Technologies, 2024
This study examines the impact of various factors on teachers' anxiety toward teaching in Virtual Reality (VR) environments. Specifically, the research proposes a hypothetical model and investigates the influence of technical proficiency, self-efficacy, and school support on VR teaching anxiety. A total of 329 teachers with prior experience in VR…
Descriptors: Influences, Anxiety, Computer Simulation, Educational Technology
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Ricardo Martin Fernandez; Felix Garcia-Loro; Gustavo R. Alves; Africa Lopez-Rey; Russ Meier; Manuel Castro – IEEE Transactions on Learning Technologies, 2024
For educational institutions in science, technology, engineering and mathematics (STEM) areas, the provision of practical learning scenarios is, traditionally, a major concern. In the 21st century, the explosion of information and communication technology (ICTs), as well as the universalization of low-cost hardware, has allowed the proliferation…
Descriptors: STEM Education, Vignettes, Teaching Methods, Information Technology
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Hasan Mahbub Tusher; Steven Mallam; Salman Nazir – Technology, Knowledge and Learning, 2024
The evolving complexity of Virtual Reality (VR) technologies necessitates an in-depth investigation of the VR features and their specific utility. Although VR is utilized across various skill-training applications, its successful deployment depends on both technical maturity and context-specific suitability. A comprehensive understanding of…
Descriptors: Computer Simulation, Skill Development, Professional Training, Outcomes of Education
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Daniel Jato-Espino; Marta Vila-Cortavitarte; Jorge Rodriguez-Hernandez; Daniel Castro-Fresno – Journal of Civil Engineering Education, 2024
Gamification has emerged in recent years as an application of game mechanics to improve learning processes through increased motivation and engagement. Civil engineering is a suitable field for gamification because it encompasses a variety of areas involving both management and fieldwork tasks. To gain insight into the use of gamified approaches…
Descriptors: Gamification, Civil Engineering, Engineering Education, Computer Simulation
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Yu-Ju Lan; Kai-Yu Tang – Educational Technology & Society, 2025
Research into the use of virtual reality (VR) for educational purposes is increasing, but most of the existing literature focuses on the positive effects of VR on users, with its possible negative effects remaining underexplored. An inadequate understanding of the negative effects can put users at risk. To address this research gap, the main…
Descriptors: Computer Simulation, Computer Uses in Education, Risk, Outcomes of Education
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Sahar Bader; Ibrahim Abotaleb; Ossama Hosny – Journal of Civil Engineering Education, 2025
Virtual reality (VR) training programs have seen substantial growth due to their ability to improve trainee learning outcomes. Despite this, there is a noticeable gap in the availability of conceptual frameworks that incorporate social learning theories as a basis for creating VR-based safety training programs. This research aims to address this…
Descriptors: Adult Learning, Learning Theories, Computer Simulation, Safety Education
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Shih-Yeh Chen; Ying-Hsun Lai; Pei-Hsuan Lin; Yu-Sheng Su – Educational Technology & Society, 2025
There is an increasing international focus on multi-user virtual reality (VR) training for all emergency medical technicians within the framework of their respective disaster medical preparedness initiatives. While multiuser VR is often deployed in a variety of digital educational settings, it has not been meaningfully explored in emergency…
Descriptors: Job Training, Computer Simulation, Employee Attitudes, Adoption (Ideas)
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