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Akbay, Ebru; Denis Çeliker, Huriye – Malaysian Online Journal of Educational Technology, 2023
The study aims to investigate the effects of immersive reality applications on students' science achievement. For this purpose, 1,323 articles reporting the effects of immersive reality applications on students' science achievement were examined. The following databases were searched for articles: National Thesis Center, Google scholar, Scopus,…
Descriptors: Computer Simulation, Science Achievement, Program Effectiveness, Educational Technology
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Occhiuto, Katherine; Sewell, Karen; Asakura, Kenta – Journal of Social Work Education, 2023
This article reports the use of online live-streamed simulations (online LSS), implemented on Zoom with Master of Social Work students. A thematic analysis was conducted from an online survey (n = 26 responses) to explore, 1) if online LSS can offer the same potential to develop holistic competence as in-class simulations, and 2) how students…
Descriptors: Counselor Training, Computer Simulation, Student Attitudes, Clinical Experience
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Kotlyar, Igor; Sharifi, Tina; Fiksenbaum, Lisa – International Journal of Artificial Intelligence in Education, 2023
Teamwork skills are commonly evaluated by human assessors, which can be logistically challenging and resource intensive. Technological advancements provide an opportunity for a new assessment method -- virtual behavioural simulations with self-scoring algorithms. This study explores whether a rule-based algorithm can match human assessors at…
Descriptors: Algorithms, Undergraduate Students, Computer Simulation, Evaluation
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Chun-Chun Chang; Gwo-Jen Hwang – Interactive Learning Environments, 2023
In professional training courses, developing incumbents' professional knowledge and problem-solving skills when facing clinical and urgent situations is a crucial point. In conventional professional training, usually the learning content is delivered in a lecture-based mode using instructional videos with some case studies. In such a training…
Descriptors: Experiential Learning, Computer Simulation, Problem Solving, Competence
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Chen, Xieling; Zou, Di; Xie, Haoran; Wang, Fu Lee – IEEE Transactions on Learning Technologies, 2023
Research on Educational Metaverse (Edu-Metaverse) has developed into an active research field. Based on 310 academic papers published from 2004 to 2022, this study identifies contributors, scientific cooperations, and research themes using bibliometrics, social network analysis, topic modeling, and keyword analysis. Results suggest that…
Descriptors: Computer Simulation, Technology Uses in Education, Bibliometrics, Social Networks
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James Lloyd; Sohail Akhtar; Packianathaswamy Balaji – Discover Education, 2023
Background: Virtual reality technology is increasingly used in medical education to facilitate immersive experiences allowing users to interact with a simulated environment to foster learning. However, the potential barriers to this experience from a user perspective have not been fully explored. Methods: Twenty final-year medical students…
Descriptors: Medical Students, Medical Education, Computer Uses in Education, Computer Simulation
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Lestari, Diah Puji; Supahar; Paidi; Suwarjo; Herianto – Education and Information Technologies, 2023
Virtual laboratory is computer software that has the ability to perform mathematical modeling of computer equipment presented in the form of simulations. Virtual laboratory is not a substitute for real laboratory, but are used to complement and improve the weaknesses of real laboratory. This study aims to determine the effect of virtual laboratory…
Descriptors: Science Education, Computer Simulation, Science Laboratories, Demonstrations (Educational)
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Ma, Chun-Wai; Cheng, Pui-Sum; Chan, Ying-Shing; Tipoe, George Lim – Advances in Physiology Education, 2023
The usefulness of virtual reality (VR) technology in physiology education is largely unexplored. Although VR has the potential to enrich learning experience by enhancing the spatial awareness of students, it is unclear whether VR contributes to active learning of physiology. In the present study, we used a mixed-method research approach to…
Descriptors: Computer Simulation, Technology Uses in Education, Active Learning, Physiology
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Alsem, Sophie C.; van Dijk, Anouk; Verhulp, Esmée E.; Dekkers, Tycho J.; De Castro, Bram O. – Child Development, 2023
This multicenter randomized controlled trial investigated whether interactive virtual reality enhanced effectiveness of Cognitive Behavioral Therapy (CBT) to reduce children's aggressive behavior problems. Boys with aggressive behavior problems (N = 115; M[subscript age] = 10.58, SD = 1.48; 95.7% born in Netherlands) were randomized into three…
Descriptors: Aggression, Children, Behavior Problems, Behavior Modification
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Frank Wehrmann; Raphael Zender – Electronic Journal of e-Learning, 2023
The rise of Virtual Reality (VR) in educational contexts has highlighted the need to design Virtual Reality Learning Applications (VRLAs) that prioritize inclusivity, accommodating a spectrum of learner needs. Despite the surging interest, there is a noticeable gap in research that delves into the specifics of creating VRLAs that are rooted in…
Descriptors: Computer Simulation, Technology Uses in Education, Inclusion, Elementary Secondary Education
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Morgan I. D. Johnson; Lavinia Mbongo; Amy J. Managh – Journal of Chemical Education, 2023
An ICP-MS simulation was developed to support the teaching of inductively coupled plasma-mass spectrometry. The app enables students to conduct the quantification of selenium in a nutritional supplement, monitor the uptake of metallodrugs by cells, and perform qualitative analysis of gunshot residue. The experiments teach a range of analytical…
Descriptors: Computer Software, Undergraduate Study, College Science, Science Education
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Ismael E. Espinosa-Curiel; Carlos A. Garcia de Alba-Chavez – IEEE Transactions on Learning Technologies, 2024
Serious video games provide a immersive learning environment for agriculture by simulating real-life challenges scenarios. However, empirical evidence of their effectiveness is sparse. This scoping review follows PRISMA-ScR guidelines to summarize literature on serious video games for agricultural learning, highlighting research trends and…
Descriptors: Educational Games, Agricultural Education, Video Games, Content Analysis
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S. Fowler; J. P. Kennedy; C. Cutting; F. Gabriel; S. N. Leonard – International Journal of Technology and Design Education, 2024
This study examines the impact of a learning design focussed on providing guided autonomy within a virtual makerspace on the spatial thinking, anxiety and learning creativity of participating students. The learning design deployed within the virtual makerspace was consistent with the learning principles espoused by Self-Determination Theory in…
Descriptors: Self Determination, Shared Resources and Services, Electronic Learning, Spatial Ability
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Ye Zhufeng; Jirarat Sitthiworachart – Education and Information Technologies, 2024
Teaching the complex subject matter of "Exploring Space" necessitates concrete and engaging teaching methods, as it requires students to employ abstract thinking and imagination. An expert team designed and developed Augmented Reality (AR)-based activity schemes for children aged 3-6. A total of 166 preschool students from Ningbo, China,…
Descriptors: Foreign Countries, Preschool Children, Science Education, Computer Simulation
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Shilpi Harnal; Gaurav Sharma; Anupriya; Anand Muni Mishra; Deepak Bagga; Nikhil Saini; Pankaj Kumar Goley; Kumar Anupam – Journal of Computer Assisted Learning, 2024
Background: An innovative and interactive real-world environment can be presented with augmented reality (AR) that comprises digital visual elements, audio, or other sensory information delivered via technology to enhance one's experience. AR has numerous potential applications in various everyday fields. The education sector is one such arena…
Descriptors: Bibliometrics, Computer Simulation, Artificial Intelligence, Educational Technology
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