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Jingyuan Chen; Zongjian Fu; Hongfeng Liu; Jinku Wang – International Journal of Web-Based Learning and Teaching Technologies, 2024
With its immersive, interactive, and creative capabilities, virtual reality (VR) has been widely used in educational settings to provide students with challenging real-world experiences. As a result, interest in its effectiveness has grown. The goal of this meta-analysis is to examine how VR technology affects students' motivation to study. A…
Descriptors: Computer Simulation, Educational Technology, Learner Engagement, Instructional Effectiveness
Firmanul C. Wibowo; Hadi Nasbey; Ubed Alizkan; Dina R. Darman; Bayram Costu; Nur Jahan Ahmad; Muhammad A. H. Bunyamin – Pegem Journal of Education and Instruction, 2024
Augmented Reality (AR) can positively impact learning and provide authentic experiences in the form of simulations by increasing enthusiasm for learning and activities in the classroom. This research aims to develop the design and effectiveness of the Augmented Reality Greenhouse Effect (ARGE) Integration Model Physics Independent Learning (MPIL)…
Descriptors: Computer Simulation, Educational Technology, Program Design, Program Effectiveness
Christine E. King; Dalton Salvo – Biomedical Engineering Education, 2024
Clinical immersion programs have been widely used in higher education, particularly in biomedical engineering (BME) programs, to allow students to identify and evaluate the unmet clinical needs. However, due to limited space and extensive safety protocols required to enter hospitals, access for undergraduate students to shadow physicians is…
Descriptors: Computer Simulation, Technology Uses in Education, Clinical Experience, Biomedicine
Ying Sai – Interactive Learning Environments, 2024
In the era of multimedia digital education, virtual reality (VR) technologies have become extremely popular teaching tools. The research compares the learning outcomes of the VR students group using the VR4EDU virtual reality application with the learning outcomes of the control students group taking the traditional online music lessons. The…
Descriptors: Electronic Learning, Music Education, Multimedia Materials, Educational Technology
Ummihusna, Annisa; Zairul, Mohd – Journal of Applied Research in Higher Education, 2022
Purpose: This study intends to review the existing studies on the application of immersive learning technology (ILT) in architecture education field. A systematic literature review (SLR) was conducted on the characteristics and implementation of ILT, research purpose, approach and outcome of research. Design/methodology/approach: The PICO concept…
Descriptors: Educational Technology, Intervention, Architectural Education, Literature Reviews
Çakiroglu, Ünal; Atabas, Samet; Aydin, Merve; Özyilmaz, Ilknur – Research and Practice in Technology Enhanced Learning, 2022
Concept maps are the tools used to facilitate meaningful conceptual learning. In this study, an augmented reality (AR)-based concept map (AR-ConMAP) application was developed to facilitate the concept map creation process to overcome the challenges that students face when creating concept maps. The study was carried out as a case study.…
Descriptors: Concept Mapping, Computer Simulation, Maps, Technology Uses in Education
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
Carreon, Adam; Smith, Sean – Interdisciplinary Journal of Problem-based Learning, 2022
This article presents a conceptual understanding of how the powerful digital tool of augmented reality (AR) can be used for enhancing inquiry-based learning lessons (IBLLs). With an increased reliance on technology following the COVID-19 pandemic, reduced teacher preparation time, and a need to provide students with alternative student-centered…
Descriptors: Computer Simulation, Educational Technology, Inquiry, Experiential Learning
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
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
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
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
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
Babu, Pradeep Raj Krishnappa; Sinha, Sujata; Roshaan, Arvind S.; Lahiri, Uttama – IEEE Transactions on Learning Technologies, 2022
Individuals with autism spectrum disorder (ASD) face milestones in understanding other's preferences and intentions that in turn affect their reciprocity and interaction skills during a collaborative partnership. Investigators are advocating the use of digital-medium-based multiuser platforms to encourage learning of collaborative interaction…
Descriptors: Autism Spectrum Disorders, Cooperation, Interaction, Skill Development
Sarah Prial – ProQuest LLC, 2022
Simulation technologies are used in simulation-based education however retention of knowledge, skills, and abilities have yet to be determined. This study evolved from areas of research that do not adequately show or address measurements of retention of knowledge, skills, and abilities in the professional environments after training with…
Descriptors: Retention (Psychology), Allied Health Occupations, Long Term Memory, Computer Simulation