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Jiaxu Liu; Qingtang Liu; Shufan Yu; Jingjing Ma; Mengfan Liu; Linjing Wu – Education and Information Technologies, 2024
Virtual reality learning environment (VRLE), which allow students to transcend time and space and provide them with a sense of immersion, is becoming more common in education. Although many studies have explored the effects of VRLE on learners' learning outcomes as well as learning experiences, the results of these studies indicate that the…
Descriptors: Personal Autonomy, Student Characteristics, Outcomes of Education, Cognitive Processes
Malte Ring; Taiga Brahm – Journal of Digital Learning in Teacher Education, 2024
Instructional videos are a popular teaching and learning tool. Teachers use already existing videos and develop their own videos, in which they explain important domain concepts. The effectiveness of these videos depends on their instructional quality. To support future teachers in creating high-quality videos, we developed a training and compared…
Descriptors: Foreign Countries, Preservice Teachers, Economics Education, Secondary School Curriculum
Matthew J. Smith; Mark Van Ryzin; Neil Jordan; Marc Atkins; Lindsay A. Bornheimer; Kari Sherwood; Justin D. Smith – Career Development and Transition for Exceptional Individuals, 2024
"Virtual Interview Training for Transition-Age Youth" and "Virtual Reality Job Interview Training" are job interview simulators with demonstrated effectiveness in randomized controlled trials. We evaluated their dose responses via secondary data analysis of 558 transition-age youth with disabilities in 47 schools where the…
Descriptors: Employment Interviews, Training Methods, Technology Uses in Education, Employment Opportunities
Michael Giamellaro; Kari O'Connell; Kelly Riedinger – Journal of College Science Teaching, 2024
Undergraduate field courses are important learning experiences in many of the natural sciences, but they are not accessible to many students. Virtual field experiences (VFEs) have been evolving as a plausible alternative. A Delphi study, a method to seek systematic and iterative ideation from experts in a discipline, was conducted to synthesize…
Descriptors: Field Experience Programs, Computer Simulation, Educational Objectives, Design
Guang Jiang; Jiahui Zhu; Yunsong Li; Pengcheng An; Yunlong Wang – Education and Information Technologies, 2024
Teacher-student interaction (TSI) is essential for learning efficiency and harmonious teacher-student interpersonal relationships. However, studies on TSI support tools often focus on teacher needs while neglecting student needs and autonomy. To enhance both lecturer competence in delivering interpersonal interaction and student autonomy in TSI,…
Descriptors: Teacher Student Relationship, Computer Software, Teaching Methods, Computer Simulation
Per Nilsson; Andreas Eckert – Mathematical Thinking and Learning: An International Journal, 2024
This study contributes to the call for influencing practice by increasing attention to how learning environments can be designed to support learning in statistical inference. We report on a design experiment in secondary school (students 14-16 years old), that resulted in a set of lessons with the learning goal of teaching students how to apply…
Descriptors: Mathematics Instruction, Teaching Methods, Hypothesis Testing, Secondary School Students
Kelly Keasler McClure – ProQuest LLC, 2024
Electronic healthcare records (EHRs) have become integral to patient care delivery in healthcare organizations across the United States. Registered nurses must be capable of using the tool safely and effectively. Leading nursing organizations recognize the need for nursing curriculum to support students' development of the knowledge, skills, and…
Descriptors: Medical Evaluation, Records (Forms), Information Technology, Nurses
Devin Cashman – ProQuest LLC, 2024
College recreation programs are an ideal way for students to participate in physical activity while on campus. These programs can offer a diverse range of opportunities for individuals to participate in various sport and fitness activities. By integrating virtual reality (VR) technology these programs expand their offerings and allow students to…
Descriptors: Technology Uses in Education, Computer Simulation, Participation, Student Participation
Ibrahim Arpaci; Mahadi Bahari – Interactive Learning Environments, 2024
Metaverse is an immersive three-dimensional (3D) virtual world inhabited by avatars beyond the physical realm. The COVID-19 pandemic has disrupted the education system and the need to accelerate the digitalization of education has received a lot of attention. Metaverse can be an alternative solution for sociocultural interaction and to continue…
Descriptors: Computer Simulation, Sustainability, Personal Autonomy, Technology Uses in Education
Chih-Hung Lin; Dadan Sumardani – Interactive Learning Environments, 2024
Virtual Reality (VR) has been widely adopted in educational research; however, its implementation in the classroom is still not as well known as in the research field. In other words, there is a gap between researchers and practitioners regarding the pedagogical issue. This study aimed to explore how VR could be applied in science classrooms using…
Descriptors: Computer Simulation, Teaching Methods, Science Education, Authentic Learning
Jing Chen; Nur Azlina Mohamed Mokmin – Education and Information Technologies, 2024
In visual arts education, understanding abstract concepts and intricate symbolism is crucial for appreciating traditional art. However, traditional teaching methods often fail to facilitate students' grasp of these ideas, resulting in reduced engagement and inefficient learning. To overcome this, our study integrates Augmented Reality (AR)…
Descriptors: Elementary School Students, Cognitive Processes, Visual Arts, Art Education
Chris Hovey – ProQuest LLC, 2024
This dissertation examines the affective qualities of non-player character motion in a Virtual Reality (VR) cognitive training game, their impact on players' core affective experiences, game performance, and cognitive training outcomes. How do the movements of game characters in a VR environment affect players' experienced emotions, gameplay…
Descriptors: Computer Simulation, Educational Technology, Computer Uses in Education, Computer Games
Sean Rogers; Jennifer Sturtevant; Kirk Armstrong – Athletic Training Education Journal, 2024
Context: There is a prominent need to include high-quality educational content within professional athletic training programs relevant to the unique needs of lesbian, gay, bisexual, transgender, intersex, and asexual (LGBTQIA+) patients. Although the Commission on Accreditation of Athletic Training Standards for Professional Programs details the…
Descriptors: Social Influences, Health, LGBTQ People, Medical Education
Chung Sun Joo; Choi Lee Jin – TESOL Quarterly: A Journal for Teachers of English to Speakers of Other Languages and of Standard English as a Second Dialect, 2024
The aim of this study is to explore how the creation of spherical video-based virtual reality (SVVR) influences students' creativity and curiosity in project-based language learning (PBLL). Technology is widely used in various instructional contexts, and due to increasing interest in VR technologies, the current study investigated how SVVR…
Descriptors: Creativity, Personality Traits, Video Technology, Computer Simulation
Anna Flavia Di Natale; Claudia Repetto; Daniela Villani – Journal of Computer Assisted Learning, 2024
Background: Online synchronous learning in higher education frequently struggles to overcome the social presence gap, resulting in dissatisfaction and poor learning outcomes. Objectives: This study examined the effectiveness of desktop-based virtual reality (VR) social platforms compared to video conferencing (VC) platforms in enhancing students'…
Descriptors: Computer Simulation, Social Media, Computers, Teleconferencing