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Constance Kunkler – ProQuest LLC, 2022
Background Significance: A shortage of clinical sites has made it difficult for the psychiatric technician (PT) to practice skills, such as therapeutic communication. Therapeutic communication is an important component of the PT curriculum. The development of virtual reality (VR) software has the potential to enhance communication skills,…
Descriptors: Computer Simulation, Mental Health Workers, Clinical Experience, Curriculum Implementation
Anil Kamat; Basiel Makled; Jack Norfleet; Steven D. Schwaitzberg; Xavier Intes; Suvranu De; Anirban Dutta – npj Science of Learning, 2022
Virtual reality (VR) simulator has emerged as a laparoscopic surgical skill training tool that needs validation using brain--behavior analysis. Therefore, brain network and skilled behavior relationship were evaluated using functional near-infrared spectroscopy (fNIRS) from seven experienced right-handed surgeons and six right-handed medical…
Descriptors: Sensory Integration, Multisensory Learning, Skill Development, Surgery
Jia Liu; Avinash Kumar Singh; Anna Wunderlich; Klaus Gramann; Chin-Teng Lin – npj Science of Learning, 2022
Although beacon- and map-based spatial strategies are the default strategies for navigation activities, today's navigational aids mostly follow a beacon-based design where one is provided with turn-by-turn instructions. Recent research, however, shows that our reliance on these navigational aids is causing a decline in our spatial skills. We are…
Descriptors: Navigation, Physical Environment, Simulated Environment, Computer Simulation
Wahid Yunianto; Adi Nur Cahyono; Theodosia Prodromou; Shereen El-Bedewy; Zsolt Lavicza – Science Activities: Projects and Curriculum Ideas in STEM Classrooms, 2025
Creativity and problem-solving are 21st-century skills that we need to develop in our students. Research on computational thinking (CT) integration in school subjects and STEAM activities has shown a positive effect on students' problem-solving skills and creativity. Our study extends our previous work from the integration of CT in a mathematics…
Descriptors: Computation, Thinking Skills, STEM Education, Creativity
Wei-Sheng Wang; Hsin-Yu Lee; Chia-Ju Lin; Pin-Hui Li; Yueh-Min Huang; Ting-Ting Wu – British Journal of Educational Technology, 2025
Virtual Reality (VR) has demonstrated significant advantages in various educational fields as it allows learners to actively learn in high interactivity and realism under their learning pace. However, for low-achieving students, VR learning environments may introduce some challenges, which are problems encountered during their learning process,…
Descriptors: Self Management, Computer Simulation, Educational Environment, Technology Uses in Education
Maureen Mackenzie Flynn; Jonathan W. Lowery – HAPS Educator, 2025
Anatomy, physiology, and pathophysiology are essential foundational concepts of nursing education. Despite consensus on the importance of the bioscience curriculum, teaching and learning challenges persist without widely recognized strategies to address the obstacles. 3D virtual cadavers are a promising technological resource to improve bioscience…
Descriptors: Undergraduate Students, Pathology, Physiology, Science Instruction
Naska Goagoses; Heike Winschiers-Theophilus; Selma Auala; Nicolas Pope; Erkki Rötkönen; Helvi Itenge; Calkin Suero Montero; Tomi Suovuo; Erkki Sutinen – Technology, Knowledge and Learning, 2025
Mixed reality (MR) provides new opportunities and affordances for fostering student engagement in remote learning. The current qualitative case study set out to (1) explore teachers' perspective of academic engagement in traditional classrooms, (2) explore how teachers' and students' envision engaging lessons using MR for remote learning, and (3)…
Descriptors: Distance Education, Computer Simulation, Learner Engagement, Teacher Attitudes
Naoko Taguchi; Daniel H. Dixon; Yuqing Qin; Ying Chen – Language Teaching Research, 2025
We investigated the extent to which English learners developed knowledge of pragmatically-appropriate request-making forms through task-based gameplay involving virtual dialogues with fictional professors, employers, and friends on a virtual US campus. The digital game presents players with several scenarios, asking them to select the most…
Descriptors: Game Based Learning, Undergraduate Students, Video Games, Computer Simulation
Mirjam West; Petra Baettig-Frey – Educational Technology & Society, 2025
Preserving biodiversity is vital, and early education plays a key role in fostering environmental awareness. An Augmented Reality Outdoor Mission (AROM) has been created as an innovative educational tool for children between the ages 7 and 11. AROM combines entertainment and education and is designed to engage elementary schoolchildren and…
Descriptors: Computer Simulation, Science Education, Biodiversity, Biology
Azetu Azashi Agyo; Emmanuel John Anagu – International Journal of Technology in Education and Science, 2025
As educational needs change, gamified immersive virtual reality (I-VR) can enhance learning by making it more interactive. Immersive virtual reality is used more in science than in the humanities. This study uses the Theory of Planned Behavior (TPB) to explore factors that affect students' intentions to use gamified I-VR, particularly in…
Descriptors: Gamification, Computer Simulation, Literacy, English Instruction
Yu-Jun Liao; Wernhuar Tarng; Tzu-Ling Wang – Education and Information Technologies, 2025
The purpose of this study is to examine the effects of employing an augmented reality (AR) lens imaging system on inquiry-based learning concerning junior high school students' science achievement, science learning motivation, and inquiry skills. For this purpose, an AR lens imaging learning system was developed specifically for the lens imaging…
Descriptors: Foreign Countries, Junior High School Students, Junior High School Teachers, Computer Simulation
Justin Pulley; Dee Jepsen; Amanda Bowling; Tracy Kitchel – Journal of Agricultural Education, 2025
Agriculture is one of the most hazardous industries in the United States for all workers, and even more so for young workers. In the U.S., legislation prescribes training for youth under the age of 16 working in hazardous situations in production agriculture. Virtual Reality (VR) technology has become an increasingly popular means of deploying…
Descriptors: Agricultural Education, Agricultural Machinery, Agriculture, Safety
Agustí Canals; Josep Cobarsí-Morales; Eva Ortoll – Online Learning, 2025
The idea of social capital as the value obtainable from an individual's social relationships has been used to study many organizational and social settings, but rarely virtual environments. We used data from an online higher education institution to examine how an individual's social capital derived from her position in the social structure…
Descriptors: Online Courses, Social Capital, Academic Achievement, Social Structure
Morris Gellisch; Juliane Cramer; Justin Trenkel; Franziska Bäker; Martin Bablok; Gabriela Morosan-Puopolo; Thorsten Schäfer; Beate Brand-Saberi – Anatomical Sciences Education, 2025
In recent years, there has been a growing trend toward the digitization of education, highlighting the need to understand how different learning modalities impact medical student outcomes. This study analyzes user behavior among medical students in Microscopic Anatomy, focusing on preferences for digital versus face-to-face guided self-study. A…
Descriptors: Educational Technology, Technology Uses in Education, Anatomy, In Person Learning
Merav E. Hemi – Journal of Education for Teaching: International Research and Pedagogy, 2025
Accumulating research points to the effectiveness of clinical simulations as a means for improving pre-service educators' social-emotional learning (SEL) competencies. However, no available research addresses in-service educators. The present study attempts to add to the research literature by exploring the differential effect of clinical…
Descriptors: Social Emotional Learning, Simulation, Preservice Teachers, Beginning Teachers

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