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Adam Dabrowski; Stuart McLean; Christopher Nicklin – Language Learning & Technology, 2024
Three modes of deliberate vocabulary study were investigated to determine how well they assisted learners' recall of the meaning of target concrete nouns. Two modes of tablet-based augmented reality, one context-independent (AR1) and one context-dependent (AR2), were compared with each other and with paper-based word cards (WC) in the deliberate…
Descriptors: Vocabulary Development, Nouns, Tablet Computers, Computer Simulation
Sabina Nowak; Regina Kaplan-Rakowski – International Journal on E-Learning, 2024
This study investigates subjective vitality (SV) within the context of high-immersion virtual reality (VR) and video-based language learning. Within the framework of a blended learning curriculum, English as a Foreign Language (EFL) students (N = 111) participated in a relaxing language learning activity delivered via VR or video. This study…
Descriptors: Relaxation Training, Computer Simulation, Video Technology, Learning Activities
An Empirical Study on the Impact of Immersive Virtual Reality on Enhancing Intercultural Sensitivity
Mahnaz Moallem; Folashade Agbolade – International Association for Development of the Information Society, 2024
Virtual reality (VR) is a computer-generated three-dimensional environment representing the real or imaginary world with the virtual world through various sensory channels. The multisensory immersion feature of VR (Immersive VR-I-VR) reduces the user's awareness of what is happening in the surroundings. The use of immersive virtual reality…
Descriptors: Computer Simulation, Cultural Awareness, Technology Uses in Education, Culturally Relevant Education
Susan Gasson – Sage Research Methods Cases, 2024
This case details a narrative inquiry into the experiences of early career researcher pathways. I conducted conversations with eight early career researchers from three different continents to collect the data for the study. During the study I developed and applied to my data a novel jigsaw analytical process. That process exposes tensions within…
Descriptors: Personal Narratives, Ethics, Researchers, Research Methodology
Julie Cohen; Vivian C. Wong; Anandita Krishnamachari; Steffen Erickson – Educational Researcher, 2024
Many novice teachers learn to teach "on the job," leading to burnout and attrition among teachers and negative outcomes for students in the long term. Preservice teacher education is tasked with optimizing teacher readiness, but there is a lack of causal evidence regarding effective ways to prepare new teachers. In this paper, we use a…
Descriptors: Preservice Teacher Education, Preservice Teachers, Teacher Education Programs, Coaching (Performance)
Gilbert Dizon; Daniel Tang – The EUROCALL Review, 2024
Some people believe that immersive virtual reality (VR) and, by extension, the metaverse, will become integral parts of daily life. There have also been suggestions that the metaverse could become a virtual world where language learners have alternate identities as second language (L2) speakers. Considering the potential implications of immersive…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Student Experience
Xin Gong; Weiqi Xu; Shufan Yu; Jingjing Ma; Ailing Qiao – British Journal of Educational Technology, 2025
Tangible programming tools have become a mainstream teaching aid in gamification programming learning (GPL) due to their interactivity and ability to enhance novice learners' computational thinking and spatial reasoning skills. However, comparing the relative efficacy of different programming tools that simultaneously support these skills was not…
Descriptors: Computation, Thinking Skills, Spatial Ability, Gamification
Halyna Kuzmenko; Veronika Zaitseva; Sv?tlana Zar?a; Svitlana Shman; Olha Konovalova; Alla Buihasheva – Journal of Education and Learning (EduLearn), 2025
The article aims to determine the impact of a psychologically grounded interactive educational space on the professional self-realization of future art professionals. The study used the methodology "type and level of professional self-realization," methodology for studying satisfaction, test for studying the motivation of professional…
Descriptors: Foreign Countries, College Students, Art Education, Artists
Rafael Herrero-Álvarez; Rafael Arnay; Eduardo Segredo; Gara Miranda; Coromoto Leon – IEEE Transactions on Learning Technologies, 2025
RoblockLLy is an educational robotics simulator designed for primary and secondary school students, whose goal is to increase their interest in science, technology, engineering, and mathematics. In the particular case of computer science, it allows developing computational thinking skills. It has been designed with ease of use in mind. This free…
Descriptors: Secondary School Students, STEM Education, Computer Science Education, Robotics
Jina Kang; Xinhao Xu; Lili Yan – Education and Information Technologies, 2025
Computer-supported collaborative learning (CSCL) environments have been developed to connect learners, whether geographically apart or together, to accomplish shared tasks collaboratively and interactively. Despite the extensive adoption of immersive technologies such as virtual or augmented reality in various educational contexts, the current…
Descriptors: Literature Reviews, Technology Uses in Education, Educational Technology, Cooperative Learning
Philip Hallinger; Köksal Banoglu; Sedat Gümüs – Leadership and Policy in Schools, 2025
This scoping review examined 41 peer-reviewed articles on digital simulations and serious games used in educating school leaders. Content analysis documented the wide range of theories and topics incorporated into existing educational leadership simulations, e.g. instructional leadership, change management, problem-solving, coaching, and ethical…
Descriptors: Computer Simulation, Educational Games, Instructional Leadership, Educational Research
Megan J. Hennessey; Erica Haglund; Audrey Ross; Linda Brent – Innovative Higher Education, 2025
This exploratory study considered students' perceptions of their learning experiences at a U.S. military chaplain college across multiple cohorts over five years to discover possible connections between student learning and the use of immersive learning technologies. Data sources included end-of-course survey results from 490 professional…
Descriptors: Student Attitudes, Technology Uses in Education, Military Service, Military Personnel
Seok-Hyun Ga; Hyun-Jung Cha; Hye-Gyoung Yoon – Journal of Science Education and Technology, 2025
Virtual reality (VR) and augmented reality (AR) are revolutionary technologies extensively used in science education. However, there has been insufficient discussion of teachers' expertise in using VR/AR. This study explored how pre-service teachers use VR/AR technology in science education based on the technological pedagogical and content…
Descriptors: Elementary School Teachers, Preservice Teachers, Technological Literacy, Pedagogical Content Knowledge
Yalun Zhou; Rahul Divekar – TechTrends: Linking Research and Practice to Improve Learning, 2025
The integration of design thinking with extended reality (XR) and artificial intelligence (AI) offers transformative potential for second language (L2) learning by providing immersive, interactive, and personalized experiences. Despite significant advancements in XR and AI technologies, their practical integration within formal language education…
Descriptors: Second Language Learning, Second Language Instruction, Artificial Intelligence, Computer Simulation
Hui-Shan Lo; Cheng-Ming Chen; Jon-Chao Hong; Ting-Fang Wu – Journal of Special Education Technology, 2025
The purpose of the current study was to develop an appropriate model to represent the relationships among the factors relating to the intention of vocational training professionals to use virtual reality vocational training systems for persons with disabilities. A questionnaire based on the theory of the value-based adoption model was used to…
Descriptors: Career and Technical Education, Computer Simulation, Students with Disabilities, Value Judgment