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Siu Shing Man; Yizhen Fang; Alan Hoi Shou Chan; Jiayan Han – Education and Information Technologies, 2025
With the continuous evolution of information technology shaping advancements in education, virtual reality (VR) technology has been increasingly applied to enhance English learning amongst students, aiming to boost learning efficiency and performance. This study introduced a VR technology acceptance model (TAM) to fulfil these requirements. The…
Descriptors: Computer Simulation, Technology Uses in Education, Educational Environment, Anxiety
Kassinee Tupthong; Pinanta Chatwattana – Higher Education Studies, 2025
The architecture of the micro-learning platform mixed with gamification via metaverse is a research tool that was initiated by the concepts of micro-learning integrated with the gamification mechanism. It is intended to be employed as a guideline for the instruction management that encourages learners to perform self-learning with small or short…
Descriptors: Computer Simulation, Gamification, Creativity, Problem Solving
Paavola Satu; Laakso Minna; Saalasti Satu – Review Journal of Autism and Developmental Disorders, 2025
In this scoping review on 34 studies, we examined the use of immersive virtual reality (IVR) in neurodevelopmental disorders (NDD). IVR was mostly used in connection with autism spectrum disorder (ASD) for assessment of and intervention in social skills, and in attention deficit hyperactivity disorder (ADHD) for assessment of executive…
Descriptors: Computer Simulation, Neurodevelopmental Disorders, Autism Spectrum Disorders, Intervention
Adam Dabrowski; Ayako Yokogawa – Vocabulary Learning and Instruction, 2025
Flow is described as a state in which people become so involved or engrossed in an activity that nothing else seems to matter (Csikszentmihalyi, 2009). This state of consciousness seems to occur when a person is involved in a task and seemingly unable to stop. Flow states are marked by (a) a perceived balance of skills and challenge, (b)…
Descriptors: Computer Simulation, Game Based Learning, Vocabulary, Attention
Hironori Takeuchi; Kenji Matsuura; Tetsushi Ueta; Tomohito Wada – Journal of Educational Multimedia and Hypermedia, 2025
Basketball tactical patterns are typically taught using tools such as 2D tactical boards. Rapid decision-making in a team depends on the ability to connect two-dimensional (2D) third-person positions with three-dimensional (3D) first-person perspectives. This study develops a support system that offers a virtual environment to enhance the…
Descriptors: Computer Simulation, Visual Aids, Team Sports, Decision Making Skills
Yinglin Liu; Rui Li; Yue Diao; Meixue Hou; Hua Yuan; Xiuying Zhang – Education and Information Technologies, 2025
Virtual reality (VR) technology has been widely used in nursing laboratory courses to effectively making up for the shortcomings of traditional teaching. However, challenges such as cell phone addiction, negative emotions, and reduced communication between teachers and students still exist during the application process, which makes it difficult…
Descriptors: Undergraduate Students, Learning Processes, Preferences, Nursing Students
John L. McKenna; Yu-Chi Wang; Coleen R. Williams; Kerry McGregor; Elizabeth R. Boskey – Journal of LGBT Youth, 2024
Transgender and gender diverse (TGD) adolescents experience mental health challenges at higher rates than cisgender peers due to a combination of minority stress and gender dysphoria. Many TGD youth use video games to cope with stress and access informal networks of support. However, very little is known about the potential positive influence…
Descriptors: LGBTQ People, Sexual Identity, Adolescents, Video Games
Hayden P. Smith; Bobbie Ticknor; Alicia H. Sitren – Journal of Educators Online, 2024
The role of emotion in the context of virtual reality learning environments (VRLEs) has lately received increased attention, though there is a gap in the research on VRLEs in criminal justice. The current study examines the impact of a virtual reality experience that focuses on mental illness occurring in those within the criminal justice system.…
Descriptors: Computer Simulation, Criminal Law, Justice, Law Enforcement
Senthil Kumar Jagatheesaperumal; Kashif Ahmad; Ala Al-Fuqaha; Junaid Qadir – IEEE Transactions on Learning Technologies, 2024
Metaverse has evolved as one of the popular research agenda that let users learn, socialize, and collaborate in a networked 3-D immersive virtual world. Due to the rich multimedia streaming capability and immersive user experience with high-speed communication, the metaverse is an ideal model for education, training, and skill development tasks.…
Descriptors: Computer Simulation, Technology Uses in Education, Internet, Multimedia Materials
Gongjin Lan; Qiangqiang Lai; Bing Bai; Zirui Zhao; Qi Hao – IEEE Transactions on Learning Technologies, 2024
Automotive engine assembly and disassembly are common and crucial programs in the automotive industry. Traditional education trains students to learn automotive engine assembly and disassembly in lecture courses and then to operate with physical engines, which are generally low effectiveness and high cost. In this article, we developed a…
Descriptors: Computer Simulation, Auto Mechanics, Training, Manufacturing
Chih-Hsuan Chen; Chia-Ru Chung; Hsuan-Yu Yang; Shih-Ching Yeh; Eric Hsiao-Kuang Wu; Hsin-Jung Ting – IEEE Transactions on Learning Technologies, 2024
Possible symptoms of intellectual disability (ID) include delayed physical development that becomes more pronounced as the disability progresses, delayed development of gross and fine motor skills, sensory perception problems, and difficulty grasping the integrity of objects. Although there is no cure or reversal, research has shown that extensive…
Descriptors: Intellectual Disability, Disability Identification, Simulated Environment, Computer Simulation
Reza Ruhbani Amarulloh; Viqhi Aswie – Science Education International, 2024
This study aims to conduct a bibliometric analysis of the use of virtual reality in science education over three decades (1993-2023). The method involved data from Google Scholar-indexed publications using Publish or Perish with keywords related to "virtual reality" and" education" over the past 3 decades. Nine hundred and…
Descriptors: Science Education, Computer Simulation, Longitudinal Studies, Bibliometrics
Donnchadh O'Sullivan; Tomas Leng; Christopher Bosley; Amelia Barwise; Raymond Stetson; Yue Dong; Stephanie Mavis; Venkatesh Bellamkonda; Christopher Colby; Brian Pickering – Discover Education, 2024
Purpose: 360° immersive videos may be useful in procedure-based healthcare settings. We hypothesized that extended reality (XR) neonatal intubation education is a feasible alternative to live demonstration in skill and knowledge transfer. Methods: This was a prospective single center evaluation of an educational XR intubation video using Premature…
Descriptors: Video Technology, Computer Simulation, Health Services, Neonates
Sai Ho Yip; Adrian K. T. Ng; Henry Y. K. Lau; Jeffrey A. Saunders – Cognitive Research: Principles and Implications, 2024
Recent findings suggest that adding a visual depiction of a nose to virtual reality displays (virtual nose) can reduce motion sickness. If so, this would be a simple intervention that could improve the experience of a variety of VR applications. However, only one peer-reviewed study has reported a benefit from a virtual nose, and the effect was…
Descriptors: Human Body, Visual Aids, Computer Simulation, Motion
Xiang-Min Guo; Dan-Cen Wang; Tian-Tian Lo; Xiao-Hong Huang – Education and Information Technologies, 2024
The immersive experience and diverse interaction modes provided by virtual digital technology match the spatial sensitivity and practical ability required in the field of architectural teaching, and its technological advantages can significantly enhance teaching outcomes. However, in the field of architecture teaching, there has been a lack of…
Descriptors: Architectural Education, Educational Technology, Computer Simulation, Technology Uses in Education