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Düzyol, Endam; Yildirim, Günseli; Özyilmaz, Güzin – Journal of Educational Technology and Online Learning, 2022
In this study, it is aimed to examine the effect of augmented reality application on preschool children's knowledge of space. A mixed method, which combines both quantitative and qualitative methods, was used in the study. The study group consists of 24 children aged 60-72 months. In the study, a 10-question form created in line with the opinions…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Preschool Children
Zhao, Rui; Chu, Qingzhao; Chen, Dongping – Journal of Chemical Education, 2022
This work presents an immersive molecular simulation tool (Manta) based on virtual reality technology, which enables students to explore "real" molecular structures and chemical reactions on-the-fly. Manta can work as a virtual classroom and even a playground for chemistry education, where students learn the progress of chemical…
Descriptors: Chemistry, Science Instruction, College Science, College Students
Amprasi, Evaggelia; Vernadakis, Nikolaos; Zetou, Eleni; Antoniou, Panagiotis – International Journal of Instruction, 2022
The purpose of this research was to investigate the impact of two educational interventions, a program based on Full Immersive Virtual Reality games and a Typical Training program, in Selective Attention (SA) of children aged 8-10 years old. Forty-eight girls of elementary school from the city of Komotini, in Greece, participated in this study.…
Descriptors: Computer Simulation, Elementary School Students, Program Effectiveness, Educational Games
Gallardo-Williams, Maria T.; Dunnagan, Cathi L. – Journal of Chemical Education, 2022
Equal access to an instructor's time and attention can be a barrier experienced by many underrepresented minorities. An instructor's own biases will determine the nature of their interaction with students, and even well-meaning instructors can interact with students in differential ways, which might prevent certain students from having access to…
Descriptors: Organic Chemistry, Minority Group Students, Disproportionate Representation, Computer Simulation
Aqlan, Faisal; Zhao, Richard – IEEE Transactions on Education, 2022
Contribution: This article discusses the use of manufacturing simulation games to study collaborative problem-solving skills in engineering students. The simulation represents the mass production paradigm in which large quantities of identical products are produced. Empirical data is collected from the simulation to evaluate the skills engineering…
Descriptors: Manufacturing, Computer Simulation, Teaching Methods, Problem Solving
Chien, Shu-Yun; Hwang, Gwo-Jen – British Journal of Educational Technology, 2022
Intracultural learning emphasises the importance of understanding one's own culture and that of foreign countries; furthermore, it involves sharing relevant opinions with people from around the world and developing an understanding and acceptance of differences. In order to immerse students in foreign countries to experience the cultures and…
Descriptors: Multicultural Education, Computer Simulation, Computer Uses in Education, Learner Engagement
Afthinos, Yanni; Kiaffas, Zacharias; Afthinos, Theofilos – Technology, Knowledge and Learning, 2022
The aim of this study is to examine whether students of a sport management undergraduate course can gain knowledge in the management of a professional soccer club, by participating in a commercial serious game. Serious is considered the cyber game that its purpose exceeds entertainment. For this case study, the serious sport club management game…
Descriptors: Undergraduate Students, Administrator Education, Athletics, Video Games
Patterson, Kyle – ProQuest LLC, 2022
This dissertation is to explore the academic efficacy and relevance of two comparatively new technologies, video games and Virtual Reality (VR), how they relate to an older cultural phenomenon, theater, and how a discussion of both topics can result in a better understanding of how to supply students in the classroom with the chance to improve…
Descriptors: Computer Simulation, Video Games, Second Language Learning, Second Language Instruction
Rahmawati, Yuli; Zulhipri; Hartanto, Octaviano; Falani, Ilham; Iriyadi, Deni – Journal of Technology and Science Education, 2022
This research aims to analyse students' conceptual understanding of chemical equilibrium matter using Physics Education Technology (PhET) Interactive Simulations. Students' misconceptions can be caused by the difficulty in connecting the sub-microscopic, macroscopic, and symbolic levels of understanding in chemistry. The study was conducted at a…
Descriptors: Science Instruction, Chemistry, Scientific Concepts, Concept Formation
Gandolfi, Enrico; Ferdig, Richard E.; Kosko, Karl W. – Journal of Technology and Teacher Education, 2022
Immersive 360 videos are increasingly being used in pre-service teachers (PST) education. There is preliminary evidence that this technology may benefit future educators' focus and attention to classroom settings and events. However, more analytical efforts are needed to better understand its potential impact on reported focus of attention (RFA)…
Descriptors: Preservice Teachers, Preservice Teacher Education, Technology Uses in Education, Video Technology
Kasperski, Ronen; Crispel, Orly – Journal of Education for Teaching: International Research and Pedagogy, 2022
This study explored the contribution of simulation-based learning (SBL) to the developing of interpersonal communication skills. For this purpose, 10 Israeli preservice teachers were interviewed after participating in SBL. In addition, quantitative questionnaires were administered to 30 preservice teachers pre- and post-simulation. The…
Descriptors: Simulation, Communication Skills, Skill Development, Preservice Teachers
Özyalçin, Büsra; Avci, Filiz – Science Activities: Projects and Curriculum Ideas in STEM Classrooms, 2022
The present study aimed to develop, introduce, and conduct an activity for the integration of augmented reality to the jigsaw IV technique in a planned and systematic manner. The activity developed for secondary school students is related to the "Pure Substances" subject which it is included in the "Particulate structure of…
Descriptors: Computer Simulation, Cooperative Learning, Secondary School Students, Secondary School Science
Exploring the Effectiveness and Moderators of Augmented Reality on Science Learning: A Meta-Analysis
Xu, Wen-Wen; Su, Chien-Yuan; Hu, Yue; Chen, Cheng-Huan – Journal of Science Education and Technology, 2022
The use of augmented reality (AR) technology in the science curriculum has the potential to assist students in comprehending abstract and complex concepts or unobservable phenomena, as well as to better explain knowledge regarding science content by superimposing virtual objects over genuine items or environments in a multidimensional approach.…
Descriptors: Computer Simulation, Educational Technology, Science Education, Science Achievement
Rudolphi-Solero, Teodoro; Lorenzo-Alvarez, Rocio; Ruiz-Gomez, Miguel J.; Sendra-Portero, Francisco – Anatomical Sciences Education, 2022
Competitive game-based learning within Second Life enables effective teaching of basic radiological anatomy and radiological signs to medical students, with good acceptance and results when students participate voluntarily, but unknown in a compulsory context. The objectives of this study were to reproduce a competitive online game based on…
Descriptors: Medical Students, Medical Education, Game Based Learning, Educational Games
Zeng, Shuang – English Language Teaching, 2022
This paper considers the opportunities and challenges posed to formal second language education given the penetration of digital technologies in young people's daily lives. This paper broadly discusses the issues of information technology (IT) infrastructure, classroom management and IT use restrictions in relations to language learning. The paper…
Descriptors: Second Language Learning, Second Language Instruction, Information Technology, Learning Processes

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