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Basel Hammoda – Knowledge Management & E-Learning, 2024
Researchers and educators have been exploring innovative methods in entrepreneurship education to address traditional approach failure at engaging students and developing their skills. Educational technology has shown promising results in early studies. Yet, there is a scarcity of reviews on their effectiveness in developing entrepreneurial…
Descriptors: Educational Technology, Entrepreneurship, Outcomes of Education, Research Reports
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Oussema Dhieb; Adonis Durado – International Journal of Technology in Education and Science, 2024
This work provides an overview of the use of Virtual Reality (VR) technology in the context of training through the documentation of a project produced by Ohio University's Game Research and Immersive Design (GRID) Lab involving the development of a cine-VR series for police officer training in areas such as suicide prevention, mental health,…
Descriptors: Computer Simulation, Training Methods, Technology Uses in Education, Peace
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Brittney Heibel; Ryan Anderson; Marshall Swafford; Bradley Borges – Journal of Agricultural Education, 2024
Virtual reality (VR) technology is an advanced modern resource commonly integrated into various forms of training. VR training simulations are customizable in that quality-grading parameter settings, physical environment, and user capacity can be modified to personal or professional preference. In this study, VR technology training practices are…
Descriptors: Technology Integration, Computer Simulation, Sequential Approach, Training Methods
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Trinh Le Tan; Hoai Thu Thi Nguyen; Nguyen Chau Ngoc Khanh; Thanh Hien Thi Le; Uyen Truong Hoang Vo – Journal of Information Technology Education: Research, 2024
Aim/Purpose: The study aims to analyze the elements/factors that impact students' augmented reality/virtual reality (AR/VR) adoption through their behavior in Vietnamese higher education. In particular, the research demonstrates the influences of and relationships between multiple goals, learner experience, and barriers to adopting AR/VR.…
Descriptors: Computer Simulation, Technology Uses in Education, Student Behavior, Learning Experience
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Horace H. S. Ip; Simpson W. L. Wong; Dorothy F. Y. Chan; Chen Li; Lo Lo Kon; Po Ke Ma; Kate S. Y. Lau; Julia Byrne – Interactive Learning Environments, 2024
Social-emotional deficits in school-aged children diagnosed with autism spectrum disorder (ASD) greatly hinder these children from fully participating in various school activities in the inclusive education setting. Previous studies have demonstrated evidence regarding the effectiveness of using virtual reality (VR) for enhancing the children's…
Descriptors: Foreign Countries, Children, Preadolescents, Autism Spectrum Disorders
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Magdalena Kersting; Jackie Bondell; Rolf Steier; Mark Myers – International Journal of Science Education, Part B: Communication and Public Engagement, 2024
Virtual reality (VR) technologies have the potential to transform astronomy education practices profoundly: new forms of visual representations, perceptual engagement and embodied participation promise authentic learning experiences in formal and informal learning spaces. While a growing body of research studies the educational needs and…
Descriptors: Computer Simulation, Astronomy, Science Education, Research and Development
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Zuheir N. Khlaif; Allam Mousa; Mageswaran Sanmugam – Technology, Knowledge and Learning, 2024
This article delves into the potential advantages and difficulties of using immersive Extended Reality (XR) technology in engineering education. It also examines the factors influencing the acceptance and intention to continue using XR in teaching practice from instructors' viewpoints. The study has identified five themes that affect the use of XR…
Descriptors: Engineering Education, Computer Simulation, Teaching Methods, Social Support Groups
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Jiyeon Park; Diane P. Bryant; Mikyung Shin – Journal of Special Education Technology, 2024
This study investigates the effects of a synchronous online intervention that explicitly taught equivalent fractions using virtual manipulatives to fifth-grade students with learning disabilities. Employing a multiple probe across participants single-case design, this study provided 15 fraction lessons via video conferencing programs to three…
Descriptors: Program Effectiveness, Intervention, Educational Technology, Manipulative Materials
Amy Adair – ProQuest LLC, 2024
Developing models, using mathematics, and constructing explanations are three practices essential for science inquiry learning according to education reform efforts, such as the Next Generation Science Standards (NGSS Lead States, 2013). However, students struggle with these intersecting practices, especially when developing and interpreting…
Descriptors: Artificial Intelligence, Evaluation Methods, Scaffolding (Teaching Technique), Mathematics
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Rose Sebastian; Judy Paulick – School Community Journal, 2024
Getting to the strong home-school partnership students and families deserve requires teachers who are prepared to engage with caregivers human-to-human, not just teacher-to-caregiver. In this study, we analyzed survey responses, coaching transcripts, and pre- and post-coaching transcripts from 19 preservice teachers' (PSTs) simulated…
Descriptors: Preservice Teachers, Teacher Education Programs, Trust (Psychology), Partnerships in Education
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Endang Widi Winarni; Endina Putri Purwandari; Fadhli Omi Raharjo – Education and Information Technologies, 2024
Scientific literacy must be developed to prepare the students for handling current challenges. This study purpose is to determine whether the use of Science, Technology, Engineering, Art, and Mathematics (STEAM) and Virtual Reality (VR) with the Project-based Learning (PjBL) model has an influence on scientific literacy in elementary students. The…
Descriptors: Art Education, STEM Education, Computer Simulation, Scientific Literacy
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Paul Cox – Educational Media International, 2024
This study reports findings from a higher education investment course designed to enhance skills-based learning through experiential, immersive, live, and technologically empowering elements. Results suggest the following performance for the course. First, pure popularity and peer-to-peer word-of-mouth has seen course numbers grow almost 2.5× over…
Descriptors: Undergraduate Students, Investment, Finance Occupations, Business Administration Education
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Emin Ibili; Melek Ölmez; Abdullah Cihan; Firat Bilal; Aysel Burcu Ibili; Nurullah Okumus; Mark Billinghurst – Interactive Learning Environments, 2024
The aim of this study is to investigate the determinants that affect undergraduate students' behavioral intentions to continue learning computer hardware concepts utilizing a Metaverse-based system. The current study examined the factors influencing students' adoption of Metaverse technology at the tertiary level using a model based on the…
Descriptors: Student Behavior, Intention, Computer Simulation, Undergraduate Students
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Iraya Yánez-Pérez; Radu Bogdan Toma; Jesús Ángel Meneses-Villagrá – Journal of New Approaches in Educational Research, 2024
Virtual laboratories and simulations have emerged as innovative solutions for science teaching. However, existing resources have various limitations and constraints including cognitive load/mental burden and limited coverage of all necessary steps in scientific inquiry, focusing mainly on the experimental simulation. To bridge this gap and address…
Descriptors: Preservice Teachers, Student Attitudes, Computer Software, Handheld Devices
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Hanall Sung; Mitchell J. Nathan – British Journal of Educational Technology, 2024
Collaborative learning, driven by knowledge co-construction and meaning negotiation, is a pivotal aspect of educational contexts. While gesture's importance in conveying shared meaning is recognized, its role in collaborative group settings remains understudied. This gap hinders accurate and equitable assessment and instruction, particularly for…
Descriptors: Cooperative Learning, Motion, Human Body, Learning Analytics
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