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Gercek, Nejla; Tatar, Yasar; Uzun, Selda – International Journal of Developmental Disabilities, 2022
Aim: Sport activities can increase the number of motor tasks performed by children with disabilities, helping to motivate these children to sustain life-long exercise. The aim of this study was to investigate the effects of virtual and traditional golf training on balance, muscle strength, lower extremity flexibility and aerobic endurance in…
Descriptors: Athletics, Exercise, Children, Cerebral Palsy
van Dijke-Droogers, Marianne; Drijvers, Paul; Bakker, Arthur – International Journal of Science and Mathematics Education, 2022
This paper comprises the results of a design study that aims at developing a theoretically and empirically based learning trajectory on statistical inference for 9th-grade students. Based on theories of informal statistical inference, an 8-step learning trajectory was designed. The trajectory consisted of two similar four step sequences: (1)…
Descriptors: Grade 9, Learning Trajectories, Computer Simulation, Visualization
Lu, Yi – Canadian Journal of Learning and Technology, 2022
Construction detail (CD) knowledge is one of the leading learning components in architectural technology (AT) study. The traditional pedagogical method adopts a series of two-dimensional drawings to explain three-dimensional objects. The interactive and immersive features of virtual reality (VR) technology attract attention from the educational…
Descriptors: Architectural Education, Computer Software, Knowledge Level, Computer Simulation
Drljevic, Neven; Boticki, Ivica; Wong, Lung-Hsiang – British Journal of Educational Technology, 2022
This paper presents the results of a study into the different facets of student engagement during interactive augmented reality experiences presented on individual tablet computers to students in early primary school. The study was conducted as part of a pilot research project "SCOLLAm," researching various approaches to learning with…
Descriptors: Learner Engagement, Computer Simulation, Educational Technology, Handheld Devices
Kim, Hyojung; So, Hyo-Jeong; Park, Ju-Yeon – Educational Technology & Society, 2022
The goal of this study was to examine the effect of engaging students in socially engaged art (SEA) education to create 3D virtual worlds for fostering creative problem-solving (CPS) skills. The study was conducted with 135 students (aged 16) of boys' high school in Korea who participated in the SEA program through four stages: Stage 1-…
Descriptors: Learner Engagement, Art Education, Computer Simulation, Creative Thinking
Soutthaboualy, Thongkhane; Chatwattana, Pinanta; Piriyasurawong, Pallop – Higher Education Studies, 2022
The study aims to study the processes of the interactive augmented reality technology via blended instruction lesson on cloud, to design the interactive augmented reality technology via blended instruction lesson on cloud, to develop the interactive augmented reality technology via blended instruction lesson on cloud and to study the results of…
Descriptors: Computer Simulation, Blended Learning, Educational Technology, Undergraduate Students
Çoban, Murat; Akçay, Nilüfer Okur; Çelik, Ismail – Knowledge Management & E-Learning, 2022
This study aims to investigate the perceptions, expectations, and experiences of information and communication technology (ICT) pre-service teachers regarding the potential of using virtual reality (VR) as a learning and teaching tool in STEM education. The research participants included 44 ICT pre-service teachers. The data were collected through…
Descriptors: STEM Education, Preservice Teachers, Student Attitudes, Computer Simulation
Zhong, Zheng; Chen, Weidong; Zhang, Yue; Yang, Jing; Dai, Zhicheng – Interactive Learning Environments, 2022
Animal vocal behaviour represents a certain meaning, which is the explicit expression of animal emotions, needs and communication. Different from human language, animal vocal behaviour is very abstract, and the learning material of animal vocal behaviour is also more difficult to obtain. It is hard for college students to recognize vocal…
Descriptors: Animals, Computer Simulation, Animal Behavior, Zoology
Assem, Kabdykalymkyzy; Turagulovna, Ayupova Gulbarshyn; Sharifullina, Mamanova Alma; Bayakhmetovna, Mukhamediyeva Assel; Rakhmetolinovna, Akmanova Galiya; Kaiyrbekovich, Omarov Murat – Cypriot Journal of Educational Sciences, 2022
The purpose of this research is to get the opinions of academics about augmented reality technology, which is one of the psychological and pedagogical innovative technologies to teach English to university students. In this study, the qualitative research method, one of the research methods and techniques, was used. The study group of the research…
Descriptors: Educational Technology, Educational Innovation, English (Second Language), Second Language Instruction
Pröbster, Monika; Soto, Marina Velert; Connolly, Cornelia; Marsden, Nicola – European Journal of Open, Distance and E-Learning, 2022
Avatar-based virtual reality (VR) is becoming more prevalent in industry and educational settings. There is, however, limited research on the extent to which gender stereotypes are present in this environment. The university laboratory study presented in this paper was conducted in a VR environment with participants who were randomly assigned to…
Descriptors: Computer Simulation, Sex Stereotypes, Sex Role, Administrators
Mohamed, Tarek Ismail; Sicklinger, Andreas – Education and Information Technologies, 2022
With the rapid digital developments, the practice and study of VR/AR technologies reached almost all the design disciplines by considering different applications. Therefore, there is continuous pressure on design education, where course programs in graphic design, media design, fashion design, and product design must promptly incorporate these new…
Descriptors: Design, Technology Integration, Educational Technology, College Students
Dailey-Hebert, Amber – InSight: A Journal of Scholarly Teaching, 2022
Following the global pandemic, educators relied heavily on live videoconferencing options and online meeting spaces to host class in lieu of traditional, in-person classroom learning. Yet, exhaustion and Zoom fatigue fueled a lack of engagement in such online spaces, while simultaneously the need for more informal connection to support learners'…
Descriptors: Student Attitudes, Computer Simulation, Learner Engagement, Distance Education
Rodero, Emma; Larrea, Olatz – Comunicar: Media Education Research Journal, 2022
The ability to communicate effectively is a crucial aspect of education. For college students, learning how to speak in public is essential for their academic and professional future. However, many students report fear of speaking in public, the so-called Public Speaking Anxiety (PSA). This study aims to implement a training program using Virtual…
Descriptors: Computer Simulation, Public Speaking, Anxiety, College Students
Idoga, Patience E.; Kazaure, Ahamed Sani – Asian Journal of Contemporary Education, 2022
The educational paradigm is constantly evolving; this is largely due to continuous emerging educational tools and technologies. This development has altered the traditional ways of teaching and learning. Present global trends have further increased or forced the adoption of technology in all its ramifications, resulting in a reliance that could…
Descriptors: COVID-19, Pandemics, Educational Technology, Teaching Methods
Özdemir, Adem; Vural, Mustafa; Süleymanogullari, Mesut; Bayraktar, Gökhan – Journal of Educational Technology and Online Learning, 2022
Metaverse is a new concept which is frequently discussed in many fields such as health, art, sports, entertainment, education, trade, and marketing. The scope and actuality of this concept, which expresses a new digital world beyond the universe, necessitated this study. In this study; gender, age, duration of social media usage and levels of…
Descriptors: College Students, Computer Simulation, Student Attitudes, Technology Uses in Education