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Rhonda Christensen; Gerald Knezek – Journal of Technology and Teacher Education, 2025
This paper addresses educators' use of a simulated teaching environment and its relationship to changes in indices associated with equitable and culturally responsive teaching practices. Included in the study are data from 48 educators, who spent a minimum of 4 hours and 30 minutes completing 17 sessions in the provided modules, followed by…
Descriptors: Equal Education, Culturally Relevant Education, Educational Change, Teaching Methods
Azin Yazdi – Discover Education, 2025
The use of metaverse in mathematics education has revolutionized the way the subject is taught. Metaverse provides immersive and engaging experiences that enhance understanding and enable access to previously inaccessible places. This research discusses papers in the field of metaverse and mathematics, including annual scientific outputs,…
Descriptors: Computer Simulation, Mathematics Education, Bibliometrics, Networks
Lauren McArthur Harris; Toby Vaughn Kidd; Bea Rodriguez-Fransen; Victoria E. Thompson – History Teacher, 2025
This study explores what affordances and challenges teacher candidates experience and consider pedagogically in an individual virtual reality (VR) history experience versus a collective VR history experience and what potential they see in using VR technology in their future history teaching. Study participants were teacher candidates enrolled in a…
Descriptors: History Instruction, Preservice Teachers, Computer Simulation, Technology Uses in Education
Leonora Kaldaras; Carl Wieman – International Journal of STEM Education, 2025
Background: Blended mathematical sensemaking in science ("MSS") involves deep conceptual understanding of quantitative relationships describing scientific phenomena. Previously we developed the cognitive framework describing proficiency in MSS across STEM disciplines, and specifically Physical Science. The framework was validated with…
Descriptors: Mathematical Concepts, Concept Formation, Scientific Concepts, Minority Group Students
Ayatulloh Michael Musyaffi; Mario Colega Oli; Mely Mentari; Bambang Afriadi – Journal of Education and Learning (EduLearn), 2025
Entrepreneurship education is growing because of innovative technologies such as artificial intelligence (AI)-based business simulation and gamification. However, there are different responses to gamification-based learning. This study aims to identify the factors that influence learning in gamified business simulation using the self-determination…
Descriptors: Gamification, Entrepreneurship, Business Education, Student Motivation
Feng Qin; Anping Yu – International Journal of Information and Communication Technology Education, 2025
In the 21st century, virtual reality technology has developed rapidly, and many researchers are full of enthusiasm for this technology. More and more researchers are devoted to the field of scientific research and attach importance to virtual reality research. Development and application is a hot topic in today's world. Virtual reality has been…
Descriptors: Artificial Intelligence, Computer Simulation, Art Education, Design
Nofouz Mafarja; Mimi Mohaffyza Mohamad; Haryanti Mohd Affandi; Raja Haslinda Raja Mohd Ali; Adnan Ahmad – SAGE Open, 2025
The Cybergogy approach is a teaching and learning methodology that integrates technology and pedagogy to promote critical thinking skills and inventive problem-solving among Technical and Vocational Education and Training (TVET) learners. This approach leverages the affordances of digital technologies such as virtual reality, simulations, and…
Descriptors: Thinking Skills, Problem Solving, Career and Technical Education, Educational Technology
Peidi Gu; Yihang Li; Hailin Ji; Yiran Zhang; Yi Zhang; Yanhong Luo – Educational Psychology Review, 2025
While haptic interactions are increasingly integrated into embodied Extended-Reality (XR) educational systems, their impacts on students' learning outcomes remain underexplored. To address this gap, a comprehensive three-level meta-analysis of 25 studies (50 effect sizes) was conducted to evaluate how haptic interactions in XR learning…
Descriptors: Tactual Perception, Computer Simulation, Computer Uses in Education, Outcomes of Education
Harvey Dillon; Shrutika Gaikwad; Ponsuang Luengtaweekul; Jorg Buchholz; Sharon Cameron – Journal of Speech, Language, and Hearing Research, 2025
Purpose: This research was carried out to create a new realistic speech-in-noise test designed to be sensitive to several causes of difficulty understanding speech in noise. The test, conducted under headphones, simulates listening in a typically reverberant classroom. It comprises a frontal target talker speaking high-context sentences and six…
Descriptors: Foreign Countries, Adults, Young Adults, Children
Diane Burke; Helen Crompton; Christine Nickel – TechTrends: Linking Research and Practice to Improve Learning, 2025
The use of XR, which encompasses Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) has evolved rapidly in higher education (HE), driven by advancements in technology and the increasing recognition of its potential to enhance learning experiences. This systematic review provides unique findings with an up-to-date examination of…
Descriptors: Computer Simulation, Technology Uses in Education, Higher Education, Educational Research
Chiu-Jung Chen; Pei-Lin Liu – TechTrends: Linking Research and Practice to Improve Learning, 2025
This study investigates the effects of Virtual Reality (VR) on enhancing English vocabulary acquisition among senior learners, focusing on gender differences and user perceptions. A total of 36 participants (24 females, 12 males) aged 65 and above engaged in a five-week VR-based learning program using the 720° VR Shulin Public Market Guiding…
Descriptors: Computer Simulation, Technology Uses in Education, English (Second Language), Second Language Instruction
Yuan, Shuaihang – ProQuest LLC, 2023
Recently, with the advancement in 2D imaging techniques and 3D visual sensors such as LiDAR, RGB-D cameras, etc. The use of 2D and 3D data is ubiquitous in various fields like autonomous driving, AR, and VR. Therefore, we are faced with an ever-increasing demand for approaches toward the automatic processing and analysis of data from multiple…
Descriptors: Computer Simulation, Geometry, Artificial Intelligence, Data Analysis
Effects of Virtual Reality on Creativity Performance and Perceived Immersion: A Study of Brain Waves
Wang, Yen-Yin; Weng, Tz-Han; Tsai, I-Fan; Kao, Jing-Yueh; Chang, Yu-Shan – British Journal of Educational Technology, 2023
The purpose of this study was to explore the effects of virtual reality (VR) application on creative performance and immersion, evaluated through electroencephalography brain wave data to achieve accurate and robust results. In this study, 72 middle school teachers were recruited as participants, and a non-randomized control-group…
Descriptors: Computer Simulation, Brain, Middle School Teachers, Attention
Pickering, Ryan M. – Teaching of Psychology, 2023
Introduction: Activities that illuminate the psychological underpinnings of privilege and oppression are an important part of social justice pedagogy. Statement of Problem: There are numerous issues with current simulations of privilege and oppression that leave social justice educators limited in the choice of activity. Literature Review:…
Descriptors: Power Structure, Social Justice, Learning Activities, Teaching Methods
Ha, Cheyeon – International Journal of Research & Method in Education, 2023
This study aims to introduce network meta-analysis (NMA) to provide educational researchers with an extended view of the reviewing educational research. Meta-analytic methods have been widely used in educational research reviews. However, weaknesses have emerged in the multi-group comparison analysis of educational studies where different…
Descriptors: Comparative Analysis, Network Analysis, Meta Analysis, Intervention

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