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Grant Cooper; Li Ping Thong; Kok-Sing Tang – Educational Media International, 2024
Immersive virtual reality (IVR) offers significant transformative potential for science education by supporting learning experiences that deeply engage students and improve their understanding of scientific concepts. Despite considerable interest, research on the use of IVR in science education is still in its formative stage. Currently, there is…
Descriptors: Science Education, Computer Simulation, Learning Experience, Learner Engagement
Sun, Yan – Digital Experiences in Mathematics Education, 2023
Rich research evidence supporting the strong, positive connections between spatial ability and mathematical ability has been well documented. Spatial tools, such as computer-aided-design (CAD) software, have been increasingly utilized and researched for promoting mathematics learning in K--12 (kindergarten to 12th grade). Tinkercad, a free online…
Descriptors: Spatial Ability, Mathematics Education, Learning Experience, Computer Simulation
Alsaaty, Falih M. – Research in Higher Education Journal, 2023
This article advocates for the widespread adoption of digital technologies as the primary method of teaching and learning in higher education institutions. It emphasizes the importance of this transition for several reasons, including the improvement of student retention and the enhancement of educational effectiveness. There is ample evidence to…
Descriptors: Electronic Learning, Technology Uses in Education, Educational Technology, Artificial Intelligence
Zhang, Kang; Shao, Zhijing; Lu, Yun; Yu, Ying; Sun, Wei; Wang, Zeyu – IEEE Transactions on Learning Technologies, 2023
As metaverse becomes one of the most popular buzzwords in technology, there is still a lack of support to integrate true metaverse learning experiences in massive open online courses (MOOCs). This article introduces a new framework of massive open metaverse courses (MOMCs) and its major enabling technologies, which add immersive and 3-D learning…
Descriptors: MOOCs, Learning Experience, Guidelines, Educational Technology
Carly Leannah – ProQuest LLC, 2024
Embodied cognition posits that physical interactions with the environment play a crucial role in learning, including complex, abstract concepts in STEM disciplines. This is relevant for deaf and hard-of-hearing (DHH) learners who often utilize sign language, which is a naturally embodied, visuospatial mode of communication. My dissertation…
Descriptors: Deafness, American Sign Language, STEM Education, Computer Simulation
Ho Xue Li Shirley; Kean Wah Lee – International Journal of Computer-Assisted Language Learning and Teaching, 2023
Virtual and augmented reality have grown in popularity as learning tools in the workplace in recent years. This study looks at how corporate learners perceive the use of extended reality technology in the workplace. Corporate learners utilise a variety of learning technologies, and their opinions of these resources have an impact on their adoption…
Descriptors: Employee Attitudes, Workplace Learning, Simulated Environment, Computer Simulation
Xinyue Li – International Journal for Technology in Mathematics Education, 2023
Digital learning resources are commonly employed to support learning in out-of-class contexts, either as a complement to the learning in formal classrooms or as an alternative that can be used by learners to pursue personal learning goals. This study identified a significant gap in the literature concerning children's use of digital technology to…
Descriptors: Secondary School Students, After School Programs, STEM Education, Educational Technology
Zoran Sevarac; Jelena Jovanovic; Vladan Devedzic; Bojan Tomic – Interactive Learning Environments, 2023
The paper proposes EXPLODE, a new model of exploratory learning environment for teaching and learning neural networks. The EXPLODE model is about pedagogically instrumenting a software development environment to transform it into an exploratory learning environment for neural networks. Such an environment is particularly aimed for students who are…
Descriptors: Models, Discovery Learning, Artificial Intelligence, Computer Simulation
Frank Liu – ProQuest LLC, 2024
Virtual reality (VR) provides significant opportunities for students to experience immersive education. In VR, students can travel to the international space station, or go through a science experiment at home. However, the current tactile feedback provided by these systems do not feel real. Controllers do not provide the same tactile feedback…
Descriptors: Learning Experience, Computer Simulation, Equipment, Manipulative Materials
Deoksoon Kim; Ho-Ryong Park; Oksana Vorobel – ECNU Review of Education, 2024
Purpose: This study investigates middle school students' learning experiences through digital storytelling, applying a multimodal analytical framework to uncover patterns in digital stories. This study explores how participants engage in pedagogical activities, reflect on their learning experiences, and articulate their voices through digital…
Descriptors: Middle School Students, Story Telling, Learning Experience, Educational Technology
Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
Ng, Davy Tsz Kit – Australasian Journal of Educational Technology, 2022
The term metaverse appeared for the first time in a novel published in 1992. Since the early 2000s, researchers have started to use this term to refer to digital technologies for learners to interact with other users with avatars. The term came to prominence in around 2020 due to the rebranding of Facebook. However, there was no consensus on what…
Descriptors: Educational Technology, Definitions, Interaction, Computer Simulation
Squires, David R. – Journal of Educational Technology, 2019
This study details the second iterative data collection cycle of an Augmented Reality mobile application platform for three months at an Art Museum in the Southern United States. Data was collected utilizing a mobile Augmented Reality application implementation within the informal learning environment. The immersive experience campaign tracked…
Descriptors: Learning Experience, Technology Uses in Education, Educational Technology, Physical Environment
Zhang, Hai; Yu, Luyao; Ji, Mengxue; Cui, Yulu; Liu, Dongping; Li, Yan; Liu, Haiqiao; Wang, Yining – Interactive Learning Environments, 2020
Recently, Virtual Reality (VR) has developed rapidly. Some studies propose that VR has a great deal of potential as an instructional media for learning, while other studies indicate that VR may be ineffective or even negatively influence learners' learning experience. Few studies provide reference to educators or teachers based on empirical data.…
Descriptors: Foreign Countries, High School Students, Student Attitudes, Electronic Learning
Klippel, Alexander; Zhao, Jiayan; Jackson, Kathy Lou; La Femina, Peter; Stubbs, Chris; Wetzel, Ryan; Blair, Jordan; Wallgrün, Jan Oliver; Oprean, Danielle – Journal of Educational Computing Research, 2019
The value of field trips is undisputed across disciplines. Field-site visits whether in social or physical sciences provide grounding for place- and discovery-based learning. Yet field trips have limitations that can now be overcome by the promise of immersive technologies that can improve quality and accessibility. This promise is twofold: First,…
Descriptors: Earth Science, Science Education, Field Trips, Educational Technology