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Showing 61 to 75 of 529 results Save | Export
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Amy Meenaghan; Iris van Sintemaartensdijk – Smart Learning Environments, 2024
XR technology (an umbrella term that incorporates virtual reality (VR), augmented reality (AR), mixed reality (MR), and in some opinions, 360 immersive video) offers considerable potential for supporting learning in the criminal justice sector. The use of XR can allow students and trainees to experience hard-to-reach, risky and dangerous…
Descriptors: Computer Simulation, Video Technology, Technology Uses in Education, Educational Technology
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Shihui Feng; Xin Xu; Shanghao Li; Ze Li; David Gibson – Educational Technology Research and Development, 2024
Although the metaverse is a trending topic in several fields, it is not a new concept within the field of education. In this study, we followed the PRISMA framework and identified 37 articles since 2008 that researched the metaverse in education. We critically reviewed these articles, aiming to examine the evolution of the field's conceptual…
Descriptors: Computer Simulation, Technology Uses in Education, Barriers, Technology Integration
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Hill, James; Hamer, Oliver; Breed, Hetty; Ford, Jordan; Twamley, Jacqueline; Kenyon, Roger; Twamley, Huw; Casey, Rob; Zhang, Jennifer; Clegg, Andrew – Journal of Computer Assisted Learning, 2023
Background: The use of virtual reality (VR) in medical education allows learners to make mistakes safely without risk to patients and to refine a range of clinical skills by repetition. However, there is still wide variability both between, and within countries regarding the amount of training delivered using VR, particularly in relation to…
Descriptors: Hospitals, Health Personnel, Patients, Job Training
Günes, Ümit; Tonbuloglu, Betül; Tonbuloglu, Ismail; Yildirim, Kevser; Karatas, Ibrahim Hakan – Online Submission, 2023
Educational technology (EdTech) possesses comprehensive content and an accumulation of topics requiring extensive analyses for monitoring its development over time. Conducting comprehensive analyses facilitates acquiring a plural perspective instead of subjective experiences and facilitates focusing on the places where deficiencies occur in the…
Descriptors: Educational Technology, Bibliometrics, Educational Trends, Periodicals
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Oya Özgün; Olgun Sadik – Educational Policy Analysis and Strategic Research, 2023
Virtual Reality (VR) is a technology with a potential impact on education. Due to cost and usability limitations, it has not been used extensively. However, recent research studies suggested VR as a learning environment with benefits on students' learning performance through experience. It especially has various benefits for language learners.…
Descriptors: Computer Simulation, Second Language Learning, Educational Environment, Technology Integration
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Turan, Zeynep; Karabey, Sinem Cilligol – Education and Information Technologies, 2023
This study aims to conduct a systematic review that includes studies on the use of immersive technologies in distance education. For this purpose, 132 studies detected by searching Web of Science, Eric, Taylor & Francis and Education Full Text (EBSCO) databases were examined. The studies were analysed using the content analysis method. As a…
Descriptors: Computer Simulation, Technology Uses in Education, Distance Education, Literature Reviews
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Marzieh Ebrahimi; Dillon Simmons; J. Spencer Clark – Journal of Interactive Learning Research, 2023
The transformative potential of Virtual and Augmented Reality applications has sparked significant interest in educational contexts based on the exciting types of real-world learning experiences they can afford students to develop complex skills (Suryodiningrat et al., 2023). As an extension of Project LEAPES (a grant initiative aiming to promote…
Descriptors: Elementary Secondary Education, Learning Experience, Computer Simulation, Technology Uses in Education
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Jana Gonnermann-Müller; Jule M. Krüger – Journal of Computer Assisted Learning, 2025
Background: Despite the numerous positive effects of augmented reality (AR) on learning, previous research has shown ambiguous results regarding the cognitive demand on the learner arising from, for example, the overlay of virtual elements or novel interaction techniques. At the same time, the number of evidence-based guidelines on designing AR is…
Descriptors: Computer Simulation, Computer Assisted Design, Difficulty Level, Cognitive Processes
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Patrick Bowers; Kelley Graydon; Tracii Ryan; Jey Han Lau; Dani Tomlin – Australasian Journal of Educational Technology, 2024
This study presents a scoping review of research on artificial intelligence (AI)- driven virtual patients (VPs) for communication skills training of healthcare students. We aimed to establish what is known about these emergent learning tools, to characterise their design and implementation into training programmes. The preferred reporting items…
Descriptors: Allied Health Occupations Education, Artificial Intelligence, Computer Simulation, College Students
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Aliane Loureiro Krassmann; Miguel Melo; Darque Pinto; Bruno Peixoto; Maximino Bessa; Magda Bercht – Interactive Learning Environments, 2024
The sense of presence is an important aspect of virtual reality experiences, being increasingly researched in educational contexts for its potential association with learning outcomes. A panorama of how these investigations have been conducted could help researchers and practitioners to harness this potential and find new directions. A systematic…
Descriptors: Interpersonal Relationship, Outcomes of Education, Computer Simulation, Technology Uses in Education
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Georgios Lampropoulos; Kinshuk – Educational Technology Research and Development, 2024
This study aims to analyze the use of virtual reality and gamification in education by examining the existing literature. In addition to virtual reality, this study focuses on gamified virtual reality learning environments which refer to virtual reality learning environments that integrate gamification elements and mechanisms. Based on the…
Descriptors: Literature Reviews, Gamification, Computer Simulation, Educational Environment
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Elmoazen, Ramy; Saqr, Mohammed; Khalil, Mohammad; Wasson, Barbara – Smart Learning Environments, 2023
Remote learning has advanced from the theoretical to the practical sciences with the advent of virtual labs. Although virtual labs allow students to conduct their experiments remotely, it is a challenge to evaluate student progress and collaboration using learning analytics. So far, a study that systematically synthesizes the status of research on…
Descriptors: Learning Analytics, Higher Education, Medical Education, Student Behavior
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Frady, Kristin – European Journal of Engineering Education, 2023
Virtual labs offer the promise of increasing and expanding learning opportunities, yet more needs to be understood about pedagogical implementation in higher education settings particularly within engineering technology (ET), vocational education and training (VET), and related sub-baccalaureate programmes. There is little empirical research on…
Descriptors: Engineering Education, Vocational Education, Postsecondary Education, Technology Integration
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Jiawei, Wang; Mokmin, Nur Azlina Mohamed – Education and Information Technologies, 2023
Virtual reality (VR) has been one of the most widely developed forms of an alternate reality for use in education over the past few decades. Educators in many subjects are experimenting with incorporating this technology into their teaching processes, with the intention of creating a learning environment that their students can interact with to…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Art Education
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Akbay, Ebru; Denis Çeliker, Huriye – Malaysian Online Journal of Educational Technology, 2023
The study aims to investigate the effects of immersive reality applications on students' science achievement. For this purpose, 1,323 articles reporting the effects of immersive reality applications on students' science achievement were examined. The following databases were searched for articles: National Thesis Center, Google scholar, Scopus,…
Descriptors: Computer Simulation, Science Achievement, Program Effectiveness, Educational Technology
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