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Adanir, Gülgün Afacan; Akmatbekova, Azat; Muhametjanova, Gulshat – Canadian Journal of Learning and Technology, 2022
It is becoming necessary to examine learners' use of and experiences with virtual laboratories. Learners' interest and motivation to use virtual laboratories are important factors for the success of these platforms. This study was conducted to analyze Kyrgyz learners' use of virtual laboratories in a physics course at the university level. The…
Descriptors: College Students, Student Motivation, Student Experience, Electronic Learning
Sivri, Seyma Nur; Eroglu, Eylem – International Journal of Contemporary Educational Research, 2022
In this study, it was aimed to investigate the effects of modelling and the materials designed with augmented reality technology on the academic success of students, their motivation, and their interest levels towards the science course. The study was conducted in 6th grade science units on "Support and Movement Systems" and…
Descriptors: Computer Simulation, Technology Uses in Education, Science Achievement, Student Motivation
Pozo-Sánchez, Santiago; Lampropoulos, Georgios; López-Belmonte, Jesús – Journal of New Approaches in Educational Research, 2022
Gamification is a training model that encourages the inclusion of active methodologies into learning environments. The objective of this study is to analyze the effects of a gamified experience through virtual and face-to-face escape rooms as well as to determine the generated levels of fun, absorption, creative thinking, mastery, activation,…
Descriptors: Gamification, Educational Games, In Person Learning, Computer Simulation
Baba, Aslihan; Zorlu, Yusuf; Zorlu, Fulya – International Journal of Contemporary Educational Research, 2022
This study was aimed to investigate the effectiveness of augmented reality and modeling-based teaching in the "Solar System and Eclipses" unit. The pretest-posttest quasi-experimental design model was used in this study. For three weeks, the "Solar System and Eclipses" unit of the Science course was taught to the experimental…
Descriptors: Instructional Effectiveness, Computer Simulation, Models, Teaching Methods
Abd Majid, Faizah; Abd Rahman, Shireena Basree; Kamaruzaman, Muhamad Fairus – Arab World English Journal, 2022
This paper highlights one of the most critical aspects of facilitating vocabulary learning among children with autism. Several pertinent issues serve as the focus of the paper; vocabulary course design for high functioning children with autism and the relevant considerations required when teaching them using technology. To explore these issues, a…
Descriptors: Autism Spectrum Disorders, Vocabulary Development, Students with Disabilities, Technology Uses in Education
Gu, Chao; Chen, Jiangjie; Yang, Chun; Wei, Wei; Jiang, Qianling; Jiang, Liao; Wu, Qiuhong; Lin, Shu-Yuan; Yang, Yunshuo – Journal of Intelligence, 2022
In this paper, we discuss the teaching effects of augmented reality (AR) technology in German instruction. We conducted one prestudy and three formal studies on German learners in China's mainland and Taiwan region. In the formal studies, a total of 120 students participated in the survey, allowing us to compare the differences in interest in…
Descriptors: Foreign Countries, German, Second Language Instruction, Computer Simulation
Baumgartner, Emily; Ferdig, Richard E.; Gandolfi, Enrico – TechTrends: Linking Research and Practice to Improve Learning, 2022
The purpose of this study was to investigate how the consumption and production of extended reality (XR) video content impacted elementary student spatial reasoning skills. Third- and fourth-grade elementary students (aged 8 to 11) were given a four-week intervention in which they first consumed virtual reality (VR) video for two weeks. During the…
Descriptors: Computer Simulation, Spatial Ability, Grade 3, Grade 4
Reich, Justin – Journal of Technology and Teacher Education, 2022
Great teachers know that learning requires practice. Ironically, when teachers learn, they listen to people talk about teaching, and sometimes they talk with others about teaching, but they very rarely do teaching. Novice teachers need many more and much better opportunities to practice their new craft, especially in short, high-frequency,…
Descriptors: Preservice Teacher Education, Inservice Teacher Education, Drills (Practice), Experiential Learning
Achter, Sebastian; Borit, Melania; Chattoe-Brown, Edmund; Siebers, Peer-Olaf – International Journal of Social Research Methodology, 2022
This article describes and justifies a reporting standard to improve data use documentation in Agent-Based Modelling. Following the development of reporting standards for models themselves, empirical modelling has now developed to the point where these standards need to take equally effective account of data use (which previously has tended to be…
Descriptors: Data Use, Data Analysis, Models, Usability
Du, Wenbin; Liang, Ruo-yu; Liu, Denghui – SAGE Open, 2022
Teachers' continuous usage intention for virtual reality (VR) technology is a prerequisite for achieving its expected educational value in elementary and secondary education. Through a comprehensive model considering task-technology fit (TTF) and usage satisfaction, this study involved an analysis framework for the intention of teachers to…
Descriptors: Technology Integration, Intention, Computer Simulation, Teaching Methods
Trucks, Jesica; Schmoll, Shannon; Hinko, Kathleen; Lopez, Gloria – Journal of Museum Education, 2022
During the COVID-19 pandemic, informal learning environments (ILEs) were forced to move programming online for the safety of staff and visitors. The Big Astronomy Project responded to the pandemic by releasing a planetarium show as a virtual YouTube 360 stream. This project was also utilized in the late stages of the pandemic in-person at…
Descriptors: Astronomy, Science Education, Audiences, Recreational Facilities
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

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