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Selvakumar Silaiyappan; Sivakumar Palaniyandi – Journal of Learning for Development, 2025
This study aims to identify emerging trends in immersive learning research in teacher education in order to provide researchers with insights into research themes and issues for further exploration. Specifically, the researchers scrutinised the research methods, research outcomes, and technologies employed in immersive learning research in teacher…
Descriptors: Literature Reviews, Teacher Education, Preservice Teachers, Educational Research
Melanie B. Berkmen; Melisa Balla; Mikayla T. Cavanaugh; Isabel N. Smith; Misael Eduardo Flores-Artica; Abby M. Thornhill; Julia C. Lockart; Celeste N. Peterson – Biochemistry and Molecular Biology Education, 2025
Biochemistry and molecular biology students are asked to understand and analyze the structures of small molecules and complex three-dimensional (3D) macromolecules. However, most tools to help students learn molecular visualization skills are limited to two-dimensional (2D) images on screens and in textbooks. The virtual reality (VR) App Nanome,…
Descriptors: Technology Uses in Education, Computer Simulation, Computer Oriented Programs, Science Instruction
Sdravopoulou, Konstantina; Castillo, Juan Jesús Gutiérrez; González, Juan Manuel Muñoz – Education and Information Technologies, 2021
There is a significant body of research in "naturalistic designs" of augmented reality (AR), concerning different fields (medicine, education, arts etc). Although naturalistic approaches have the potential to enable new forms of experiencing and experimenting with AR technologies, it remains unclear how they can impact participants'…
Descriptors: Computer Simulation, Design, Computer Software, Simulated Environment
Sari, Ratna Candra; Sholihin, Mahfud; Yuniarti, Nurhening; Purnama, Ida Ayu; Hermawan, Hardika Dwi – Education and Information Technologies, 2021
Innovative learning techniques are needed, to match the expectations of the current audience to improve business ethics education for the twenty-first century. One of the innovative technologies which is believed to have a big effect on a bachelor's degree is augmented reality (AR). Incorporating AR into the modern education system is expected to…
Descriptors: Computer Simulation, Behavior, Moral Values, Imagination
Çelik, Harun; Pektas, Hüseyin Miraç; Karamustafaoglu, Orhan – Electronic Journal for Research in Science & Mathematics Education, 2021
In class environments, the flipped classroom (FC) model has been found to increase students' attitudes, achievement, and motivation. However, the practical effects of the FC model in laboratory environments have not been introduced into the literature. Therefore, in this study, the effects of the FC model on the laboratory self-efficacy skills and…
Descriptors: Flipped Classroom, Self Efficacy, Student Attitudes, Science Laboratories
Zhang, Xinyu; Al-Mekhled, Dawoud; Choate, Julia – Advances in Physiology Education, 2021
It is unclear if the transition from traditional, in-person physiology laboratories to virtual alternatives has educational impacts on students. This study used a systematic review to critically evaluate research papers that investigated the effectiveness of virtual physiology laboratories for student learning. Eleven studies, retrieved from the…
Descriptors: Electronic Learning, Physiology, Instructional Effectiveness, Literature Reviews
Chang, Yu-Shan – British Journal of Educational Technology, 2021
This study explored the effects of virtual reality (VR) application on the process and outcome of skill learning. The participants consisted of 60 new employees in the customer network cable service division of a telecommunications company, and the study focused on the learning of optical-fibre fusion splicing skills. The skill-learning test…
Descriptors: Computer Simulation, Skill Development, Job Training, Job Skills
Mou, Tsai-Yun – Educational Studies, 2021
This study investigated college students' self-regulation in the context of a 3D design team project. By conducting a pre-survey, post-survey and focus group interviews, the study examined students' expectations, conceptions and reality of self-regulation in the team project. The results showed that students' self-regulation directly reflected in…
Descriptors: Expectation, Student Attitudes, Self Control, Design
Schott, Christian; Marshall, Stephen – Australasian Journal of Educational Technology, 2021
Virtual reality technology has made significant advances and is now widely recognised for its potential to provide fully immersive experiences that have relevance to many aspects of life, including education. This paper explores the effectiveness of VR technology for situated experiential education by adopting a user experience (UX) theoretical…
Descriptors: Computer Simulation, Experiential Learning, Field Trips, Technology Uses in Education
Kaminska, Dorota; Zwolinski, Grzegorz; Wiak, Slawomir; Petkovska, Lidija; Cvetkovski, Goga; Barba, Paolo Di; Mognaschi, Maria Evelina; Haamer, Rain Eric; Anbarjafari, Gholamreza – Technology, Knowledge and Learning, 2021
This paper introduces, explains and illustrates real-life application of virtual training tool for electrical engineering education. The tool gives users the opportunity to interact with and manipulate 3D models of authentic devices. The users have a possibility to compare structural differences between devices, assemble and disassemble the…
Descriptors: Computer Simulation, Computer Uses in Education, Engineering Education, Electronics
Al-Gerafi, Mohammed; Zhang, Wenlan – Advanced Education, 2021
Purpose: The aim of this study is to assess the perception of international medical students of e-learning in China, since medical teaching during the COVID-19 pandemic had to adapt to challenges, and students had to cope with the new teaching modality, more so international students. Therefore, the opinion of students with their first contact to…
Descriptors: Foreign Students, Foreign Countries, Medical Students, Student Attitudes
Zhang, Bo; Robb, Nigel – SAGE Open, 2021
We compared two versions of an n-back training program, differing from the graphical perspective, on the effects of working memory (WM) training and transfer. Sixty participants were trained on a traditional n-back task (2D perspective) or an augmented reality (AR) version of the same program. The AR version was rated more engaging and graphically…
Descriptors: Short Term Memory, Training, Transfer of Training, Simulated Environment
An, Jiwoo; Holme, Thomas A. – Journal of Chemical Education, 2021
Incorporation of previously reported AR technology (ARiEL) for a general chemistry laboratory was attempted for the second time, a replication effort designed to provide students with an option to read about the nature of instruments used in an experiment. Students' app usage was tracked to understand the type and amount of information accessed,…
Descriptors: Computer Simulation, Computer Uses in Education, Chemistry, Science Instruction
Yilmaz, Ozkan – Shanlax International Journal of Education, 2021
Effective usage of augmented reality (AR) depends on good integration into the learning environment. Based on a qualitative research approach, this study investigates the effects of using AR technologies in science education to support the effective use of AR. Students' experiences of AR were gathered using a prepared questionnaire form. Within…
Descriptors: Computer Simulation, College Science, Student Experience, College Students
Mailizar; Johar, Rahmah – International Journal of Instruction, 2021
The aim of this study is to examine factors that affect secondary students' behavioural intention to use GeoGebra Augmented Reality to support a projectbased geometry learning environment. To achieve this purpose, we adopted technology acceptance model (TAM). A total of 54 students from two lower secondary schools in Indonesia were involved in…
Descriptors: Intention, Computer Simulation, Active Learning, Student Projects