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Aaron W. Beger; Sarah Hannan; Riya Patel; Eva M. Sweeney – Advances in Physiology Education, 2025
Virtual escape rooms (ERs) require learners to solve puzzles and answer riddles while trying to "escape" a digital room. Although the educational merit of such gamified learning activities continues to be realized, guides on the development of ERs are lacking, as well as student perceptions on how, if, and where they should be integrated…
Descriptors: Anatomy, Computer Simulation, Gamification, Foreign Countries
Tadesse Hunegnaw; Tesfaye Demisse Hailegebreal; Dawit Asrat Getahun; Minaleshewa Atlabachew – European Journal of STEM Education, 2025
Even though physical experiments are mandatory in science education, there has been an increasing demand for virtual experiments. This research aimed to investigate the impact of virtual experiments compared to physical experiments on students' conceptual understanding of chemical kinetics concepts. To achieve this, a two-phase explanatory…
Descriptors: Science Experiments, Concept Formation, Scientific Concepts, Chemistry
Wei-Sheng Wang; Chia-Ju Lin; Hsin-Yu Lee; Yueh-Min Huang; Ting-Ting Wu – Education and Information Technologies, 2025
This study explores the integration of ChatGPT technology into Virtual Reality (VR) learning environments to support self-regulated learning (SRL) strategies and foster higher-order thinking skills (HOTS). Utilizing a randomized controlled trial (RCT) design, 81 undergraduate students were randomly assigned to either an experimental group with…
Descriptors: Undergraduate Students, Independent Study, Thinking Skills, Computer Simulation
Gülcan Gencer; Nazli Sensoy; Kerem Gencer – Journal of Learning and Teaching in Digital Age, 2025
The metaverse is defined as an inevitable evolution of the internet and holds great potential as a new medium for social interaction. Its integration into educational environments has been increasingly recommended. This study aimed to explore a technology-supported solution for the challenges experienced in the problem-based learning (PBL) process…
Descriptors: Problem Based Learning, Medical Education, Computer Simulation, Computer Uses in Education
Chun-Chun Chang – Education and Information Technologies, 2025
In professional education, cultivating students' abilities in communication, cooperation, reflection, and problem solving is a crucial objective. Taking nursing student training as an example, cooperative learning involves collectively discussing the evaluation and management of first aid cases. This aims to help students comprehend their roles…
Descriptors: Professional Education, Nursing Education, Cooperative Learning, First Aid
Noah Glaser; Zeinab Parishani; Amogh Chetankumar Joshi; Prasad Calyam – Technology, Knowledge and Learning, 2025
As Virtual Reality (VR) gains traction in education, its potential to support neurodivergent learners in cybersecurity training remains underexplored. This emerging technology report examines how VR can bridge the gap between STEM education and cybersecurity training for neurodivergent individuals, highlighting both its promise and the challenges…
Descriptors: Computer Simulation, Computer Uses in Education, Computer Science Education, Computer Security
Ampawan Yindeemak; Thada Jantakoon; Rukthin Laoha – Higher Education Studies, 2025
This study aimed to design, develop, and validate the RSiSTEM framework, a robotics-based simulation learning model intended to foster students' problem-solving and systems thinking competencies within STEM education. The research followed a two-phase developmental design. In Phase 1, the framework was constructed through a systematic synthesis of…
Descriptors: Computer Simulation, Robotics, Technology Uses in Education, Problem Solving
Danika Pfeiffer; Ashley Lankford; Alexandra Durfee; Casey Branson – Teaching and Learning in Communication Sciences & Disorders, 2025
Interprofessional education (IPE) is a required prerequisite of interprofessional practice (IPP), the most collaborative service delivery model for speech-language pathologists working in both health care and educational settings. This exploratory, mixed methods study was conducted to examine the impact of an experiential IPE training program on…
Descriptors: Speech Language Pathology, Occupational Therapy, Allied Health Occupations Education, Interprofessional Relationship
Jiangjie Chen; Xin Sun; Wei Wei; Jue Bai – SAGE Open, 2025
In recent years, supported by digital technology, virtual reality (VR) has brought about a paradigm shift in education. Students can experience the interactivity and immersive learning offered by VR technology in virtual worlds. This study applies virtual reality as a new instructional mode in field trip courses and explores the factors…
Descriptors: Student Attitudes, Intention, Art Education, Field Trips
Geoffroy P. J. C. Noel; Isabella Xiao; Maher Chaouachi; Alexandru Ilie; Jeremy O'Brien; Sean C. McWatt – Anatomical Sciences Education, 2025
Mixed reality (MR) offers a way to visualize and manipulate complex digital objects in three dimensions, which is particularly beneficial for human anatomy. However, implementing MR effectively requires a deep understanding of its effects on cognitive processes. The purpose of this study was to evaluate cognitive markers of students' engagement…
Descriptors: Cognitive Processes, Difficulty Level, Medical Students, Trainees
Yuqin Yang; Linbaiyu Chen; Wenmeng He; Daner Sun; Sdenka Zobeida Salas-Pilco – International Journal of Artificial Intelligence in Education, 2025
This paper provided a review of 210 studies on AI-enhanced special education from 2013 to 2023. Through bibliometric analysis, this review aimed to explore trends, focus areas, developments, and evolving themes of the field of AI for enhancing special education. Several noteworthy findings emerged from our analysis. The trend analysis of…
Descriptors: Artificial Intelligence, Technology Uses in Education, Special Education, Trend Analysis
Nivine Aziz; Rayya Younes – Contemporary Educational Technology, 2025
Today's generation exhibits a strong affinity for video games, presenting an opportunity to harness this interest for educational purposes. Integrating gaming elements into education has the potential to captivate students while improving information retention. Virtual reality (VR), in particular, offers a transformative approach by creating…
Descriptors: Teacher Attitudes, Technology Integration, Technology Uses in Education, Computer Simulation
Karim Ragab; Enrique Martínez-Jiménez; Elvira Fernandez-Ahumada – Contemporary Educational Technology, 2025
This study explores students' perceptions of their engagement with interactive technologies in STEM classes at an applied technology school in the United Arab Emirates (UAE). Specifically, the interactive technology (IT) involves artificial intelligence and virtual reality, along with collaborative digital platforms that incorporate AI elements…
Descriptors: Student Attitudes, Technology Uses in Education, STEM Education, Artificial Intelligence
Chandrakar, Milan; Bhagat, Kaushal Kumar – Physics Teacher, 2020
Recent years have seen an immense development in the field of X Reality (augmented, virtual, and mixed reality), empowering healthcare, education, and entertainment, and the trend predicts an exponential increase in the upcoming years. Augmented reality is a technology in which real-world environments can be enhanced by adding computer-generated…
Descriptors: Computer Simulation, Motion, Technology Uses in Education, Educational Trends
Asiain, Joaquín; Braun, Malena; Roussos, Andrés J. – British Journal of Guidance & Counselling, 2022
Virtual Reality (VR) has been defined as the use of technological interfaces to simulate the behaviour of 3D entities that interact in real time with a user immersed via sensorimotor channels. The aim of this study is to explore the possibilities and limitations in the use of VR systems in mental health treatment and research. We conducted a…
Descriptors: Computer Simulation, Psychotherapy, Anxiety Disorders, Mental Disorders

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