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Cavalcante-Pimentel, Fernando-Silvio; Morais-Marques, Margarida; Barbosa-de-Sales-Junior, Valdick – Comunicar: Media Education Research Journal, 2022
The relationship between digital games and the mobilization of cognitive and metacognitive learning strategies deserves attention and needs research that contributes to the understanding of how these strategies can favor the teaching and learning processes. This study describes how university students over 18 years of age mobilize cognitive and…
Descriptors: Learning Strategies, Computer Games, College Students, Metacognition
Trent Wells; Greg Miller – Journal of Agricultural Education, 2022
Simulator technologies have become more prominent in many educational contexts in recent years. Simulator technologies such as virtual reality (VR) exist in many forms and can be used for different purposes, including weld process training. University-level course students have previously reported using VR technology can positively contribute to a…
Descriptors: Student Attitudes, Computer Simulation, College Students, Agricultural Engineering
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
Gayathri Sadanala; Xinhao Xu; Hao He; Jhon Alexander Bueno-Vesga; Shangman Li – Journal of Research on Technology in Education, 2024
Virtual reality (VR) applications have displayed remarkable development in the past two decades and have now been used vastly across the world for various educational purposes. The aim of this study was to explore the experience of a three dimensional (3D) desktop VR-based orientation for new online university students. The research study adopted…
Descriptors: Computer Simulation, College Students, School Orientation, Student Adjustment
Ziwan Zhao – International Journal of Information and Communication Technology Education, 2024
With the development and the popularization of sports dance, sports dance teaching has become a required elective course in universities. Sports dance can not only improve students' comprehensive quality, but also affect college students' healthy psychology. The use of VR (Virtual Reality) technology in dance education will definitely develop and…
Descriptors: Computer Simulation, Dance Education, Technology Uses in Education, Educational Technology
Li Ye; Jingyi Li; Simin Yang; Yongxin Hang – Interactive Learning Environments, 2024
Traditional pattern teaching is an important part of the art curriculum, but the pattern are complex and difficult to learn. While schema theory focuses on the integration, understanding and construction process of knowledge, AR technology can provide a three-dimensional and dynamic display of patterns, which has been used in teaching in recent…
Descriptors: Computer Simulation, Game Based Learning, Art Education, Instructional Effectiveness
O¨zgu¨r Keles¸; Vincent Brubaker-Gianakos; Vimal Viswanathan; Farshid Marbouti – Journal of STEM Education: Innovations and Research, 2023
This paper describes the application of new Virtual Learning Environments (VLEs) in engineering education. It demonstrates how VLEs improve student learning in two engineering concepts compared with the traditional classroom setting. Literature has conflicting studies on both the advantages and disadvantages of learning in VLEs. The application of…
Descriptors: Educational Environment, Virtual Classrooms, Computer Simulation, Artificial Intelligence
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
Chloe Hurrell; Andreas Chai; Heather Green; Graham Bradley – Environmental Education Research, 2024
The pressing urgency of climate change calls for advancements in the way it is communicated. One communication option is the use of virtual reality (VR). The current research comprised two pilot studies to develop and test a virtual environment depicting proximal effects of climate change regarding the participant's location. In both studies, an…
Descriptors: Computer Simulation, Climate, Conservation (Environment), Intention
Zhiyang Lin; Gurgen Gukasyan; Liliya Nasyrova – Education and Information Technologies, 2024
This research aims to investigate the correlation between the academic performance of migrant students and their cultural integration within the context of international education. Additionally, it seeks to identify an optimal acculturation strategy that enhances the academic outcomes of migrant students and explores the influence of VR…
Descriptors: Correlation, Academic Achievement, Immigrants, Computer Simulation
Alaa Omar Kordi; Amna Gagroum; Maatouk Khoukhi; Khaled Galal Ahmed – World Journal of Education, 2024
Recent advancements in technology have revolutionized various fields, including architecture education. However, studies exploring immersive realities in architectural design studios remain limited. This research addresses this gap by conducting a pilot study at the Architectural Engineering Intermediate Design Studio, which thoroughly explores…
Descriptors: Computer Simulation, Architectural Education, Design, College Students
Sangmin-Michelle Lee; Xiaoran Wang; Ilee Park; Riski Lestiono – Education and Information Technologies, 2024
While traditional English as a foreign language (EFL) classrooms often lack context and authenticity, immersive virtual reality (iVR) provides a valuable alternative opportunity to practice and acquire the target language in a replica of the real world. The present study used iVR ("Immerse") for communicative tasks and investigated how…
Descriptors: Situated Learning, Authentic Learning, Second Language Learning, English (Second Language)
Filanovich, Anton; Povzner, Alexander – Physics Teacher, 2021
In this article, we report on the experience of implementing a virtual laboratory complex used in a general physics course, studied by students of technical and natural science specializations at Ural Federal University. We consider the possible use of virtual labs in three directions: in-person classes in the laboratory, conducting in a remote…
Descriptors: Computer Simulation, Physics, College Students, Foreign Countries
Yang-Hsin Fan; Tzung-Jin Lin – Journal of Educational Computing Research, 2025
Extant literature has preliminarily confirmed the potential benefits of holographic projections for educational purposes. Yet, students' experiences of learning by holographic projection have rarely been addressed. The main purpose of this study was therefore to explore students' conceptions of and approaches to learning by holographic projection.…
Descriptors: Foreign Countries, College Students, Astronomy, Lunar Research
Udeozor, Chioma; Chan, Philippe; Russo Abegão, Fernando; Glassey, Jarka – International Journal of Educational Technology in Higher Education, 2023
Immersive learning technologies such as virtual reality (VR), augmented reality (AR) and educational digital games offer many benefits to teaching and learning. With their potential to immerse learners in realistic environments and facilitate higher-order cognitive learning, these technologies could be used to complement current classroom…
Descriptors: Educational Technology, Computer Simulation, Computer Games, Evaluation Methods