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Bian Wu; Xinyu Chang; Yiling Hu – Interactive Learning Environments, 2024
Recent years have seen an increase number of studies on spherical video-based virtual reality (SVVR) in education.However, the impact of SVVR on learning performance remains unclear and cannot be simply generalized from traditional VR-based education. The purpose of this study was to examine the overall effects of SVVR on cognitive and…
Descriptors: Video Technology, Computer Simulation, Cognitive Processes, Outcomes of Education
Kathleen M. Randolph; Glenna M. Billingsley; Cathy N. Thomas – Journal of Special Education Apprenticeship, 2024
This study investigated the efficacy of two distinct virtual training platforms, TeachLivE™ and Zoom with actors, in preparing preservice practitioners for behavior management in real-world settings. This exploratory study aimed to investigate individual participant skill acquisition and assess which platform better equipped participants with the…
Descriptors: Computer Simulation, Skill Development, Computer Mediated Communication, Educational Technology
Mario Wolf; Michael Montag; Heinrich Söbke; Florian Wehking; Christian Springer – Electronic Journal of e-Learning, 2024
Escape rooms are an established game genre that has become popular in educational contexts in recent years. Digital escape rooms are variations, which use digital environments and may be played by participants not present on site. Compared to physical escape rooms, digital escape rooms are characterised by lower implementation and application…
Descriptors: Computer Simulation, Web Sites, Educational Games, Puzzles
Paul Wagner; Dalal Alharthi – Journal of Cybersecurity Education, Research and Practice, 2024
The United States faces persistent threats conducting malicious cyber campaigns that threaten critical infrastructure, companies and their intellectual property, and the privacy of its citizens. Additionally, there are millions of unfilled cybersecurity positions, and the cybersecurity skills gap continues to widen. Most companies believe that…
Descriptors: Artificial Intelligence, Computer Simulation, Information Technology, Computer Security
Torbjørn Netland; Rafael Lorenz; Daniel Kwasnitschka; Julian Senoner; Clemens Gróf – INFORMS Transactions on Education, 2024
The authors develop, use, and evaluate a spherical video-based virtual reality (SVVR) app for teaching operations management. The app contains a 360-degree photo- realistic copy of real factory environments with blended information and gamified exercises. To solve a learning assignment, students virtually immerse themselves in the factory using…
Descriptors: Computer Simulation, Industry, Video Technology, Visual Aids
Federico De Lorenzis; Alessandro Visconti; Simone Restivo; Francesca Mazzini; Serena Esposito; Silvia Fraterrigo Garofalo; Luca Marmo; Debora Fino; Fabrizio Lamberti – Smart Learning Environments, 2024
The use of Virtual Reality (VR) in education is getting more and more common, especially when hands-on learning experiences have to be delivered. With VR it becomes possible, e.g., to simulate dangerous or costly procedures that could hardly be implemented in real settings. However, engaging large classes in immersive laboratory activities may be…
Descriptors: Computer Simulation, Cooperative Learning, Chemistry, Science Education
Ali Karakas – RELC Journal: A Journal of Language Teaching and Research, 2024
This paper evaluates Voki, a digital platform for creating speaking avatars, in the context of Global Englishes Language Teaching (GELT). It firstly outlines the benefits of using animated characters in online tools to personalize language lessons and engage students. As a web-based application, Voki offers various customization options, including…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Language Variation
Diana Gaviria; Juan Arango; Alejandro Valencia-Arias; Lemy Bran-Piedrahita; Ángel Marcelo Rojas Coronel; Alejandra Romero Díaz – Cogent Education, 2024
The literature has identified a significant dropout of students at the transition from high school to higher education, especially in areas related to mathematics. Therefore, new didactic tools have been identified to help teachers in the process of knowledge transfer, as simulators are an increasingly popular tool in their integration into…
Descriptors: Foreign Countries, Undergraduate Students, Accounting, Mathematics Education
Anith Khairunnisa Ghazali; Nor Azlina Ab. Aziz; Kamarulzaman Ab. Aziz; Neo Tse Kian – Cogent Education, 2024
The state of virtual reality (VR) development is mature enough to be explored for application in various fields including higher education teaching, research, and training including engineering education. Traditionally, engineering education relied on diagrams and images to describe various systems and objects, sometimes accompanied by laboratory…
Descriptors: Computer Simulation, Technology Uses in Education, Engineering Education, Visual Aids
Shalaunda M. Reeves; Charlotte A. Bolch; Richard T. Bex II; Kent J. Crippen – Interactive Learning Environments, 2024
Recently, interest in understanding the prospects of virtual environments, specifically virtual reality laboratories (VR Lab) -- those that involve a first-person practica experience via a desktop computer or head-mounted display -- in science education has increased. Seemingly ingrained in the process of implementing a VR Lab is a supposition of…
Descriptors: Student Experience, Student Motivation, Student Attitudes, Beliefs
Melese Astatke; Cathy Weng; Abebayehu Yohannes; Matere M. Isaac; Wei-Kai Liou – Educational Technology Research and Development, 2024
This quasi-experimental study examined the influences of an Immersive Virtual Reality (IVR) adoption in the classroom and compared learning achievement, motivation, and perception between two versions of the learning approaches (IVR-based STREAM learning and Desktop Virtual Reality (DVR)-based STREAM learning). Twenty middle school students in the…
Descriptors: Middle School Students, Computer Simulation, Augmentative and Alternative Communication, Workstations
Oluwafikayo Elizabeth Adewumi – ProQuest LLC, 2024
This study employed a qualitative case study design to explore participants' perspective on learning STEM subjects through immersive mobile technologies. Immersive mobile learning (IML) is the learning approach that provides learners with immersive experiences and access to educational content ubiquitously using portable electronic devices.…
Descriptors: Handheld Devices, Technology Uses in Education, Instructional Effectiveness, STEM Education
Fatma Miralay – Pegem Journal of Education and Instruction, 2024
The world of art, which is mostly based on manual dexterity, has endeavored to raise the new generation of students of the future with today's technology tools. Although art education continues to be up-to-date today, it has had to adapt to technological opportunities. In the face of artificial intelligence and augmented reality applications,…
Descriptors: Artificial Intelligence, Computer Simulation, Simulated Environment, Art Education
Qi-Fan Yang; Han Lin; Gwo-Jen Hwang; Pei-Yao Su; Jia-Hua Zhao – Interactive Learning Environments, 2024
In science education, chemistry is a discipline that involves macroscopic matter and microscopic particles. It is difficult for the traditional teaching approach to help learners comprehend abstract chemical knowledge. Researchers have attempted to use Virtual Reality (VR) to help learners realize meaningful knowledge via visualizing the learning…
Descriptors: Foreign Countries, Junior High School Students, Grade 9, Chemistry
Jian-Guo Jiang; Qing-Shen Li; Xin Guan – Interactive Learning Environments, 2024
Experimental learning is one kind of contextual learning, which places learners in a variety of virtual or real contexts to acquire knowledge, gain ability and experience, and generates emotion through experiencing and perceiving, communicating and exploring, and self-reflecting. Applying VR technology to experiential learning involves both…
Descriptors: Experiential Learning, Computer Simulation, Global Approach, Technology Uses in Education