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Yildiz, Ezgi Pelin – Higher Education Studies, 2022
Arloopa is an augmented reality application that enables the integration of digital content such as images, sounds, texts into real world environments. By another definition the Arloopa app is an AR visualization tool that brings the physical and digital worlds together as one. Arloopa is an augmented reality (AR) and virtual reality (VR) app and…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
Adi Badiozaman, Ida Fatimawati; Segar, Augustus Raymond; Hii, John – Innovations in Education and Teaching International, 2022
This paper reports on students' learning experience with a hybrid Augmented Reality (AR) and Virtual Reality (VR) app called the Kuching Heritage App (KHA). We investigated the effect of visualisations, time lapse (i.e., past to present), and the witnessing of historical changes on students' learning experience about cultural heritage. This pilot…
Descriptors: Active Learning, Technology Uses in Education, Computer Oriented Programs, Computer Simulation
McCord, Kieren – ProQuest LLC, 2022
The country is facing infrastructure crises simultaneous with a labor shortage in fields related to construction management and engineering. These challenges necessitate better and quicker preparation of the incoming workforce so they are prepared to take on responsibilities with more skill and efficiency than has been expected previously.…
Descriptors: Computer Simulation, Simulated Environment, Experiential Learning, Vocational Education
Candace Walkington; Mitchell J. Nathan; Jonathan Hunnicutt; Julianna Washington; Kasi Holcomb-Webb – Grantee Submission, 2022
Novel forms of technology, like shared Augmented Reality (AR) holograms, can spur the discovery of new hypotheses about cognition and how it is embodied and distributed. These holograms have affordances for exploration, collaboration, and learning that have never been seen before. In the present study, we examine the multimodal ways that high…
Descriptors: Geometry, Mathematics Instruction, Schemata (Cognition), Teaching Methods
Daniella Winter; Yoram Braw – Journal of Attention Disorders, 2022
Background: The current study aimed to validate the utility of previously established validity indicators derived from MOXO-d-CPT's continuous performance test. Method: Healthy simulators feigned impairment after searching online for relevant information, an ecologically valid coaching condition (n = 39). They were compared to ADHD patients (n =…
Descriptors: Foreign Countries, Undergraduate Students, Attention Deficit Hyperactivity Disorder, Computer Simulation
Panagiota Chatzidaki; Urban Eriksson; Sarah Zoechling; Sascha Schmeling; Tobias Fredlund – Physical Review Physics Education Research, 2025
Following the global COVID-19 pandemic, digital learning environments have gained in importance in education all around the world. A new digital learning format called a "Digital Learning Module" (DLM) was developed within the Physics Education Research (PER) group at CERN, consisting of a series of prerecorded explanatory and experiment…
Descriptors: Physics, Science Instruction, Scientific Research, Educational Research
Mochammad Faiz Nur Falah; Muhammad Iqbal Rifqy; Ailsa Tsabita Primrose; Taufiq Satria Mukti – Journal of Research and Advances in Mathematics Education, 2025
Curved Side Spaces (BRSL) in learning need to be presented with learning media to make it easier for students to understand the concept. This research aims to produce learning media based on technology and cultural values. The media in question is (BRUSLE) an Android application that can be accessed via mobile with augmented reality hologram…
Descriptors: Computer Simulation, Synthesis, Physical Environment, Simulated Environment
Alastair D. Smith – Science & Education, 2025
Immersive virtual reality (VR) carries important potential, both for the creation of scientific knowledge and also for its communication. This is particularly important for studies of human spatial cognition, where psychologists now possess the power to combine the scale and fidelity of the real world with the malleability and control of the…
Descriptors: Computer Simulation, Spatial Ability, Cognitive Processes, Influence of Technology
Jihane Amayou; Olgun Sadik; Kelli Paul – Journal of Learning and Teaching in Digital Age, 2025
Makerspaces are interactive learning environments that provide students with opportunities to improve life and career skills. The importance of these spaces has grown over the years. In Türkiye, the Ministry of National Education has established makerspace-like environments, known as Design and Skills-Labs (Tasarim Beceri Atölyeleri or TBA in…
Descriptors: Foreign Countries, Computer Simulation, Skill Centers, Electronic Learning
Merve Aydin; Ünal Çakiroglu – Journal of Computer Assisted Learning, 2025
Background: Students experience higher-order thinking skills by finding ways to solve the problem, debugging errors while applying the solution, and testing the solution in programming. However, the inability to create schemas that will characterise programming structures is one of the difficulties during this process. Objectives: This study aimed…
Descriptors: Programming, Computer Science Education, Thinking Skills, Problem Solving
Nasser Mansour; Ceren Aras; Judith Kleine Staarman; Sarah Bader Mohsen Alotaibi – Education and Information Technologies, 2025
Augmented Reality (AR) revolutionizes educational approaches by providing an immersive experience that superimposes virtual 3D elements onto the physical environment. This integration of virtual and real worlds addresses the challenge of understanding abstract concepts by enabling three-dimensional visualization and interaction. This study aims to…
Descriptors: Elementary School Students, Elementary School Science, Computer Simulation, Science Instruction
Raianne Joy Maulion; Lydia Roleda – International Journal of Technology in Education, 2025
In the era of Industry 5.0, education is evolving with automation and immersive technologies like Augmented Reality (AR). This study explores the need for an AR-based e-module in Senior High School biology by assessing students' understanding, interest, confidence, and perceived usefulness of AR in learning. Using a descriptive quantitative…
Descriptors: High School Students, Biology, Needs Assessment, Science Instruction
Sa Liu; Vaishnavi Padala – International Journal of Virtual and Personal Learning Environments, 2025
This study examines the perceptions and acceptance of virtual reality (VR) technology among underserved students through the Technology Acceptance Model (TAM), the influence of social interactions, and the impact of a solar system-related VR activity. The study found that VR activities generally enhanced acceptance, with perceived enjoyment being…
Descriptors: Computer Simulation, Technology Uses in Education, Astronomy, Student Attitudes
Shana Cerny; Kelly Bass; Carrie Sanderson – Journal on Excellence in College Teaching, 2025
Preparing mandatory reporters--those responsible for identifying and reporting abuse and neglect--requires innovative approaches. One effective method is the continuous case study. This article discusses the creation and implementation of culturally relevant continuous case studies within a multidisciplinary child and adult advocacy certificate…
Descriptors: Cultural Relevance, Case Studies, Child Abuse, Child Neglect
Gwo-Jen Hwang; Shu-Yun Chien; Ting-Wei Chen; Chun-Chun Chang – Educational Technology Research and Development, 2025
Science education aims to enhance students' scientific knowledge and inquiry ability. In recent years, due to the advancements of computer and network technology, as well as the considerations of safety and cost, virtual reality (VR) has been gradually applied in scientific inquiry activities. When implementing inquiry-based learning in the past,…
Descriptors: Logical Thinking, Reflection, Electronic Learning, Observation

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