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Sylvana Sofkova Hashemi; Emma Edstrand; Jeanette Sjöberg – Designs for Learning, 2025
This study explores multilingual study guidance (MSG) teachers design for learning and the potential of immersive and interactive Virtual Reality (VR) technology to support students' development of disciplinary knowledge through multilingual conceptual learning. Part of a co-design research project, the study draws on two teachers' didactical…
Descriptors: Multilingualism, Instructional Design, Computer Uses in Education, Computer Simulation
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Finnah Fourqoniah; Muhammad Fikry Aransyah; Lilia Pasca Riani – Electronic Journal of e-Learning, 2025
The rapidly evolving field of digital entrepreneurial education has been significantly shaped by advancements in technologies such as augmented reality (AR), virtual reality (VR), and artificial intelligence (AI). While these technologies have opened new possibilities for entrepreneurial learning, much of the existing research is fragmented,…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
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Hao Fang; Xingyu Chen; Seng Yue Wong; Sa Cheng; Kenny S. L. Cheah – Journal of Baltic Science Education, 2025
Virtual Reality (VR) is transforming health science education by enabling immersive, interactive learning environments. As global health challenges rise and digital tools proliferate, it is critical to map the evolution of VR's application in health science education, particularly its effects on health outcomes. A bibliometric analysis was…
Descriptors: Computer Uses in Education, Health Sciences, Health Education, Public Health
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Yuli Sutoto Nugroho; Marie-Luce Bourguet; Hamit Soyel; Isabelle Mareschal – Electronic Journal of e-Learning, 2025
This study examines the impact of instructor presence on cognitive load and learning outcomes in video-based learning environments, addressing a significant gap in optimising instructional design for digital education. Utilising eyetracking technology to measure pupil dilation, a reliable proxy for cognitive load, this research compares three…
Descriptors: Foreign Countries, Undergraduate Students, Electronic Learning, Video Technology
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Zijing Hu – Educational Process: International Journal, 2025
Background/purpose: The need for effective, accessible, and culturally sensitive training models has become increasingly important, particularly in cross-cultural and resource-limited contexts, such as Africa. Traditional Chinese Medicine has gained global recognition for its holistic and preventive approach to health. This study explores the…
Descriptors: Asian Culture, Medicine, Health Education, Artificial Intelligence
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Minkai Wang; Jingdong Zhu; Gwo-Jen Hwang; Shao-Chen Chang; Qi-Fan Yang; Di Zhang – Journal of Computer Assisted Learning, 2025
Background: STEM education aims to develop innovation and problem-solving skills through interdisciplinary learning, yet struggles to foster student engagement and interdisciplinary thinking. Whilst alternate reality games (ARGs) can boost motivation via game-based problem-solving, integrating large language models (LLMs) remains underexplored.…
Descriptors: Learner Engagement, STEM Education, Natural Language Processing, Artificial Intelligence
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Maurice James Lyver; Howard Royston Lees – Education & Training, 2025
Purpose: The purpose of this paper is to empirically test whether or not an online business simulation game (OBSG) can enhance key soft skills and self-perceived employability. Design/methodology/approach: This research employed a blended learning approach to syllabus delivery. Five soft skills and self-perceived employability were measured before…
Descriptors: Employment Qualifications, Soft Skills, Self Concept, Teamwork
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Jennifer N. Forse; Meaghan E. Beckner; Grace E. Giles; Tad T. Brunyé; Marianna D. Eddy; Julie A. Cantelon; Mathias Basner; Christopher Connaboy; Bradley C. Nindl – Cognitive Research: Principles and Implications, 2025
Soldiers are challenged with interpreting information in unpredictable contexts, while maintaining high levels of job-specific performance. Virtual reality (VR) provides a controlled, immersive environment to evaluate military-relevant tasks under stress. This study determined psychological, physical, and cognitive associations with…
Descriptors: Psychological Patterns, Cognitive Processes, Manipulative Materials, Military Training
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Dessy Seri Wahyuni; I. Gede Partha Sindu; I Ketut Sida Arsa; Sanatang Sanatang – Interactive Technology and Smart Education, 2025
Purpose: The purpose of this paper was to investigate the influence of augmented reality (AR) on the vocational equity of students in vocational high school (VHS). This research mediator is bespoke personalization knowledge, experience of ephemeral elevation, and transverse skill based on the theories of mental imagery and cognitive load.…
Descriptors: Computer Simulation, High School Students, Career and Technical Education, Knowledge Level
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Yahaya, Jamaiah; Fadzli, Sazrol; Deraman, Aziz; Yahaya, Noor Zaitun; Halim, Lilia; Rais, Izhar Abadi Ibrahim; Ibrahim, Siti Rohana Ahmad – Education and Information Technologies, 2022
Pollution from quarry activities has a substantial environmental impact on many countries. This issue should be addressed accordingly as its impact may introduce various health-related problems to the surrounding community. One alternative is to increase awareness for the younger generation and society at large. However, environmental data…
Descriptors: STEM Education, Models, Computer Assisted Instruction, Environmental Education
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Lledó, Gonzalo Lorenzo; Lledó, Asunción; Gilabert-Cerdá, Alba; Lorenzo-Lledó, Alejandro – Education and Information Technologies, 2022
In today's society, technology plays a fundamental role. More and more activities of daily life are being developed with the help of technology. One of the emerging technologies in recent years is augmented reality, (AR) which generate great benefits for people with disability. These visual technologies provide safe and controlled environments in…
Descriptors: Computer Simulation, Students with Disabilities, Autism, Pervasive Developmental Disorders
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Voordijk, Hans; Vahdatikhaki, Farid – European Journal of Engineering Education, 2022
Training based on Virtual Reality (VR) has reached a level of maturity that renders it applicable in many industries. By moving through learner interaction and representational fidelity, from navigable to interactable VR learning environments, the relationships between trainees, VR technology, and the world that trainees experience change. These…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Construction Industry
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Aydin, Mirac; Ozcan, Ibrahim – Physics Education, 2022
Advancements in mobile technologies have accelerated mobile Augmented Reality (AR), and many applications have been developed and presented in online stores. This study aims to evaluate the accuracy of the AR model of the Solar System simulated in mobile AR applications located in the Google Play Store. The applications were examined in the store…
Descriptors: Educational Technology, Computer Simulation, Astronomy, Telecommunications
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Fuchimoto, Kazuma; Ishii, Takatoshi; Ueno, Maomi – IEEE Transactions on Learning Technologies, 2022
Educational assessments often require uniform test forms, for which each test form has equivalent measurement accuracy but with a different set of items. For uniform test assembly, an important issue is the increase of the number of assembled uniform tests. Although many automatic uniform test assembly methods exist, the maximum clique algorithm…
Descriptors: Simulation, Efficiency, Test Items, Educational Assessment
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Almasri, Firas – Education and Information Technologies, 2022
With the increasing technology integration practices in education, the adoption of computer simulations to teach conceptual understanding of science concepts is widely accepted by educators across the globe. To understand the connections between learners' engagement and satisfaction with simulations for science learning and their learning styles,…
Descriptors: Computer Simulation, Science Instruction, Learner Engagement, Self Esteem
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