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Thompson, Meredith; Uz-Bilgin, Cigdem; Tutwiler, M. Shane; Anteneh, Melat; Meija, Josephine Camille; Wang, Annie; Tan, Philip; Eberhardt, Richard; Roy, Dan; Perry, Judy; Klopfer, Eric – Information and Learning Sciences, 2021
Purpose: This study isolates the effect of immersion on players' learning in a virtual reality (VR)-based game about cellular biology by comparing two versions of the game with the same level of interactivity and different levels of immersion. The authors identify immersion and additional interactivity as two key affordances of VR as a learning…
Descriptors: Computer Simulation, Game Based Learning, Interaction, Molecular Biology
Zuhan Liu; Lili Wang – Education and Information Technologies, 2025
With the continuous development of embodied cognition theory and virtual reality (VR) technology, its application in teaching has been paid more and more attention by researchers. However, there are still few practical studies on the combination of VR technology and embodied learning. Starting from literature research, the paper analyzes the…
Descriptors: Cognitive Processes, Computer Simulation, Human Body, Experiential Learning
Michael Fowler – Journal of Political Science Education, 2025
Wargames and crisis simulations can be useful pedagogical tools when deliberately used. This paper explores the spectrum of pedagogical objectives; what use are wargames for learning? What types of objectives can they explore? How do you align the learning objectives with the right type of game? The paper leverages Bloom's Taxonomy of learning as…
Descriptors: College Students, College Faculty, Educational Games, Computer Games
Hua, Amy K.; Lakey, Pascale S. J.; Shiraiwa, Manabu – Journal of Chemical Education, 2022
This paper presents MATLAB user interfaces for two multiphase kinetic models: the kinetic double-layer model of aerosol surface chemistry and gas--particle interactions (K2-SURF) and the kinetic multilayer model of aerosol surface and bulk chemistry (KM-SUB). Each interface has simple and user-friendly features that allow undergraduate and…
Descriptors: Chemistry, Science Instruction, Computer Interfaces, Kinetics
Sundbom, Ayra Dabney – ProQuest LLC, 2022
This quasi-experimental research study 1) explored the effectiveness of implementing a Virtual Reality CPR simulation for improving knowledge and skills on the Basic Life Support exam and 2) explored the favorability of using a CPR VR simulation for recertification as measured through a self-efficacy survey instrument. Participants included staff,…
Descriptors: College Students, College Faculty, School Personnel, First Aid
Rafiq, Arif Ainur; Triyono, Mochamad Bruri; Djatmiko, Istanto Wahyu – Waikato Journal of Education, 2022
In education, particularly vocational higher education, student involvement is a challenge. Teachers can use virtual reality to bring real-life events into the classroom, encouraging active learning and student participation. Virtual Reality (VR) can be employed in various ways using a simple, easy and helpful application that can be difficult to…
Descriptors: College Students, Vocational Education, Learner Engagement, Computer Simulation
Kim, Minseong; Knotts, Tami L.; Albers, Nancy D. – Education and Information Technologies, 2022
Engaging activities are increasingly a staple in higher education. Professional programs, including business, engineering, and healthcare, rely on engaging activities to better prepare students for their future careers. Experiential learning can be achieved through a wide variety of approaches that can generally be classified as hands-on…
Descriptors: Experiential Learning, Technology Uses in Education, College Students, Student Satisfaction
Belda-Medina, Jose; Calvo-Ferrer, José Ramón – Education and Information Technologies, 2022
Although the use of Augmented Reality (AR) in language learning has increased over the last two decades, there is still little research on the preparation of pre-service teachers as AR content creators. This paper focuses on analyzing the digital competence and attitudes of teacher candidates to integrate AR in the foreign language classroom. For…
Descriptors: Computer Simulation, Second Language Learning, Preservice Teachers, Technological Literacy
Jia Liu; Avinash Kumar Singh; Anna Wunderlich; Klaus Gramann; Chin-Teng Lin – npj Science of Learning, 2022
Although beacon- and map-based spatial strategies are the default strategies for navigation activities, today's navigational aids mostly follow a beacon-based design where one is provided with turn-by-turn instructions. Recent research, however, shows that our reliance on these navigational aids is causing a decline in our spatial skills. We are…
Descriptors: Navigation, Physical Environment, Simulated Environment, Computer Simulation
Chiu, Min-Chi; Hwang, Gwo-Jen; Hsia, Lu-Ho – British Journal of Educational Technology, 2023
In artwork appreciation activities, visiting physical exhibitions in art museums is often limited by time, distance and cost. Thus, conventional teaching is mostly conducted through textbooks, presentation slides or videos. However, by presenting artwork appreciation through a lecture, it is difficult for students to feel the beauty of artworks,…
Descriptors: Art Appreciation, Experiential Learning, Computer Simulation, Art Education
Hirata, Yoko – Interactive Technology and Smart Education, 2023
Purpose: This study aims to explore if and to what extent an online avatar-assisted virtual classroom can work to alleviate groups of Japanese university students' anxiety around giving spoken presentations. It also explores how to create a more inclusive language learning environment and encourage interaction between the students in the virtual…
Descriptors: Foreign Countries, Virtual Classrooms, College Students, Anxiety
Piro, Jody S. – International Journal of Educational Leadership Preparation, 2023
Debriefing may be the most important factor for learning in simulations. This exploratory case study investigated a modified Plus-Delta approach to debriefings following mixed reality simulation-based learning. The findings suggested that educational leadership students who encountered debriefings from simulations developed leadership skills and…
Descriptors: Computer Simulation, Administrator Education, Leadership Qualities, Skill Development
Hurtado-Bermúdez, Santiago; Romero-Abrio, Ana – Interactive Learning Environments, 2023
Development and evaluation of a teaching-learning activity in 4th year Forensic Physics course of Degree in Criminology was based on different combinations of a virtual laboratory and a research laboratory as teaching spaces. Students explored in detail the components and functioning of an electron microscope using both an online suite of…
Descriptors: Physics, Crime, Science Laboratories, Laboratory Equipment
Ross, Robert; Hall, Richard; Ross, Sarah – International Journal of Information and Learning Technology, 2023
Purpose: Escape room-based learning is a new educational game-based learning trend which embeds student learning within an exciting escape room scenario. Ordinarily these educational escape rooms are in a table-top format which involves learners decoding clues together around a table. In the age of a global pandemic [coronavirus disease 2019…
Descriptors: Game Based Learning, Computer Simulation, COVID-19, Pandemics
Douglas R. Bowie – ProQuest LLC, 2023
This mixed methods research study explores the university student learning experience of IP subnetting. Using a constructivist perspective, VR software was designed, written, and utilized in a learning process to gather both quantitative and qualitative data about the experience of learning IP subnetting. Participants underwent pre-test and…
Descriptors: Simulated Environment, Computer Simulation, Student Experience, Computer Networks