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Longwei Zheng; Anna He; Changyong Qi; Haomin Zhang; Xiaoqing Gu – British Journal of Educational Technology, 2025
In the field of education, the think-aloud protocol is commonly used to encourage learners to articulate their thoughts during the learning process, providing observers with valuable insights into learners' cognitive processes beyond the final learning outcomes. However, the implementation of think-aloud protocols faces challenges such as task…
Descriptors: Protocol Analysis, Learning Experience, Computational Linguistics, Computer Software
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Jing Chen; Nur Azlina Mohamed Mokmin; Qi Shen; Hanjun Su – Education and Information Technologies, 2025
The History of Design course is a foundational component for art and design students; however, many students perceive it as abstract and unengaging, mainly due to its highly conceptual nature and traditional lecture-based teaching methods. To address these challenges, this study investigates the impact of AI-generated virtual instructors and a…
Descriptors: Artificial Intelligence, Technology Uses in Education, Design, Computer Simulation
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Roberta Di Palma; Simon Beausaert; Dominik Mahr; Jonas Heller; Tim Hilken – Journal of Computer Assisted Learning, 2025
Background: Despite the recognised potential of Virtual Reality (VR) in education, the role of VR in enhancing presentation skills remains uncertain. Mixed findings, coupled with low adoption rates in educational settings, highlight the need to investigate how current VR applications are designed to facilitate effective learning outcomes for…
Descriptors: Computer Simulation, Computer Uses in Education, Public Speaking, Communication Skills
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Sarah Shine; Julia Warznie; Guoli Zhou; John Zubek – Advances in Physiology Education, 2025
Animal dissections have long been central to anatomy and physiology education, despite their costs, safety issues, and ethical concerns. Alternatives like computer-based simulations and synthetic models often fail to replicate the authentic experience of live dissections. Virtual reality (VR) offers an immersive, interactive alternative that…
Descriptors: Computer Simulation, Anatomy, Physiology, Science Instruction
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Marko Telenius; Tuike Iiskala; Eero Laakkonen; Marja Vauras – Journal of Research in Science Teaching, 2025
The present study examines the interconnectedness of spontaneous scientific argumentation and socially shared metacognitive regulation (SSMR) during a collaborative inquiry in which students are tasked with working in a virtual learning environment for marine biological issues. From a larger dataset of 39 groups, four small student groups were…
Descriptors: Science Process Skills, Persuasive Discourse, Metacognition, Small Group Instruction
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Chelsea T. Morris; Twyla Perryman; Md Shahinuzzaman – Journal of Special Education Technology, 2025
Concerningly, pre-service teachers might utilize practices during practicum and student teaching experiences in ways that are less than satisfactory, or even harmful, to students, peers, or mentors. Mixed reality simulation (MRS), an educational tool for practicing teaching skills, may be a warranted approach to field experience that limits…
Descriptors: Computer Simulation, Teaching Skills, Preservice Teachers, Skill Development
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Juanjuan Wu; Shiman Li; Scott Spicer; Charlie Heinz – Marketing Education Review, 2025
The development of the VR ecosystem presents an unprecedented opportunity for the future of retail. Cultivating the foundational knowledge and skills necessary for retail students to thrive in this environment is essential. This study explores the potential of one such intervention through a Virtual Reality Retailing course that integrates a…
Descriptors: Business Education, Retailing, Computer Simulation, Computer Literacy
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Fatih Özer; Irfan Simsek – International Electronic Journal of Elementary Education, 2025
This study was designed to examine how the science teaching process was conducted using Science Coaster, a virtual reality application developed for fourth-grade primary school students, and to identify the effects of this process on students' academic achievement, motivation, and experiences. The research was structured as a case study, and the…
Descriptors: Science Instruction, Computer Simulation, Grade 4, Elementary School Students
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Susanto; Dafik; Arika Indah Kristiana; Arif Fatahillah; Ridho Alfarisi – Mathematics Teaching Research Journal, 2025
The purpose of this study is to develop an Android-based augmented reality learning media using Unity software to improve students' creative thinking skills in polyhedral ethno-geometry materials. The development of augmented reality learning media follows the ADDIE development model, which consists of five phases: analysis, design, development,…
Descriptors: Computer Simulation, Technology Uses in Education, Creative Thinking, Geometry
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Gökhan Uyanik – European Journal of Education, 2025
This study presents a bibliometric analysis of 1995 peer-reviewed articles on the use of technology in primary science education published in the Web of Science between 1974 and April 2025. It explores publication trends, citation structures, author collaborations, thematic patterns, and international networks. Results show an annual average of…
Descriptors: Science Education, Educational Technology, Technology Uses in Education, Citations (References)
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Noorul Shuhadah Osman; Ahmad Fauzi Mohd Ayub; Nurul Nadwa Zulkifli; Jazihan Mahat – Mathematics Teaching Research Journal, 2025
Augmented Reality (AR) enhances education by providing immersive and interactive learning experiences, particularly for students with low spatial skills, as well as in conceptual and procedural knowledge. In the Malaysian Form 2 mathematics curriculum, Isometric Transformation presents significant challenges. Traditional teaching methods often…
Descriptors: Foreign Countries, Computer Simulation, Technology Uses in Education, Instructional Effectiveness
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Laila Ayaichi; Aziz Amaaz; Abderrahman Mouradi – Journal of Baltic Science Education, 2025
Augmented Reality (AR) is an emerging technology with strong potential to enhance the educational value of physics lab work. However, its integration in higher education remains inconsistent, often hindered by students' limited prior experience and varying levels of acceptance. This study investigates the factors influencing students' intention to…
Descriptors: Computer Simulation, Telecommunications, Handheld Devices, Physics
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Maya Usher; Noga Reznik; Gilad Bronshtein; Dan Kohen-Vacs – Journal of Learning Analytics, 2025
Computational thinking (CT) is a critical 21st-century skill that equips undergraduate students to solve problems systematically and think algorithmically. A key component of CT is computational creativity, which enables students to generate novel solutions within programming constraints. Humanoid robots are increasingly explored as promising…
Descriptors: Computation, Thinking Skills, Creativity, Robotics
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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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Jaime Bauer Malandraki; Jennine Bryan; Dawn Wetzel; Allison Schaser; Bruce A. Craig; Georgia A. Malandraki – Teaching and Learning in Communication Sciences & Disorders, 2025
The purpose of this project was to examine the impact of a novel hybrid computer-based dysphagia simulation training on student confidence and clinical decision-making in the area of adult dysphagia. We developed a pilot SBT database, including computer-based simulations utilizing real-life actors who simulated standardized adult patients with…
Descriptors: Physical Disabilities, Motor Reactions, Intervention, Computer Simulation
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