Publication Date
In 2025 | 11 |
Since 2024 | 220 |
Since 2021 (last 5 years) | 848 |
Since 2016 (last 10 years) | 1460 |
Since 2006 (last 20 years) | 2361 |
Descriptor
Computer Simulation | 2647 |
Educational Technology | 2647 |
Technology Uses in Education | 969 |
Teaching Methods | 918 |
Foreign Countries | 870 |
Student Attitudes | 457 |
Computer Assisted Instruction | 437 |
Simulated Environment | 424 |
Science Instruction | 402 |
Computer Software | 374 |
Instructional Effectiveness | 368 |
More ▼ |
Source
Author
Simonson, Michael, Ed. | 11 |
Adams Becker, S. | 10 |
Johnson, L. | 9 |
Cummins, M. | 8 |
Bouck, Emily C. | 7 |
Dede, Chris | 7 |
Isaias, Pedro, Ed. | 7 |
Lan, Yu-Ju | 6 |
Sampson, Demetrios G., Ed. | 6 |
Ifenthaler, Dirk, Ed. | 5 |
Jarmon, Leslie | 5 |
More ▼ |
Publication Type
Education Level
Audience
Teachers | 111 |
Practitioners | 54 |
Researchers | 29 |
Administrators | 15 |
Policymakers | 14 |
Students | 13 |
Parents | 3 |
Community | 1 |
Media Staff | 1 |
Location
Turkey | 91 |
Australia | 90 |
Taiwan | 65 |
China | 51 |
Spain | 47 |
United Kingdom | 46 |
United States | 38 |
Indonesia | 37 |
Canada | 29 |
Germany | 28 |
Malaysia | 26 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Charlott Sellberg; Elin Nordenström; Roger Säljö – Frontline Learning Research, 2024
This study connects to an ongoing discussion about the limits and affordances of simulators as realistic and relevant contexts for professional learning, in this case in the development of visual expertise. Earlier studies of simulator-based maritime pilot training conclude that there are risks associated with so-called negative skills transfer…
Descriptors: Virtual Classrooms, Visual Aids, Marine Education, Computer Simulation
Yu-Cheng Lin; Huei-Tse Hou – Interactive Learning Environments, 2024
The integration of augmented reality (AR) and game-based learning could increase interaction in educational games and provide more learning guidance in higher education courses. This study developed an AR educational board game that featured cognitive scaffolding, immediate feedback, and collaborative interaction. The study also analyzed and…
Descriptors: Instructional Effectiveness, Scaffolding (Teaching Technique), Computer Simulation, Educational Technology
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
M. P. Akhil; Remya Lathabhavan; Aparna Merin Mathew – Higher Education, Skills and Work-based Learning, 2024
Purpose: By a thorough bibliometric examination of the area through time, this paper analyses the research landscape of metaverse in education. It is an effort that is focused on the metaverse research trends, academic production and conceptual focus of scientific publications. Design/methodology/approach: The Web of Science (WoS) database was…
Descriptors: Educational Research, Educational Trends, Computer Simulation, Educational Technology
Andrea Armour Trudeau – ProQuest LLC, 2024
With virtual reality (VR) tools becoming increasingly prevalent in K-12 schools today, educators now possess the means to transport students to digitally simulated times and places without ever leaving the classroom. However, current application of this experiential technology is in its nascent stage and subsequent research is often limited to…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Grade 7
Julie Cohen; Vivian C. Wong; Anandita Krishnamachari; Steffen Erickson – Educational Researcher, 2024
Many novice teachers learn to teach "on the job," leading to burnout and attrition among teachers and negative outcomes for students in the long term. Preservice teacher education is tasked with optimizing teacher readiness, but there is a lack of causal evidence regarding effective ways to prepare new teachers. In this paper, we use a…
Descriptors: Preservice Teacher Education, Preservice Teachers, Teacher Education Programs, Coaching (Performance)
Virtual Reality Exposure Therapy for Reducing Students' Public Speaking Anxiety: A Systematic Review
Riski Lestiono; Sangmin-Michelle Lee – JALT CALL Journal, 2024
Public speaking often imposes a nerve-wracking atmosphere in the L2 classrooms. Consequently, an alternative to the anxiety-arousing activity by using advanced technology for pedagogy is urgent. Prior publications reported the use of virtual reality (VR) for training public speaking and alleviating students' public speaking anxiety (PSA). However,…
Descriptors: Computer Simulation, Therapy, Behavior Modification, Public Speaking
Elizabeth Klein – Language and Literacy Spectrum, 2024
Play is essential to the healthy growth and development of children. As children play, they explore new roles, try out new ideas, and bond with each other. Play increases language, cognitive, and social skills. How can the power of play be harnessed and shaped for educational purposes? How can teachers infuse play into the classroom to improve…
Descriptors: Reading Instruction, Play, Teaching Methods, Reading Motivation
Lara Checa-Domene; Inmaculada García-Martínez; Óscar Gavín-Chocano; Marina García-Valdecasas Prieto – European Journal of Special Needs Education, 2024
The irruption of Information and Communication Technologies in society in general, and immersive technology, in particular, are playing an important role in the educational field, among other reasons, due to the way they favour the inclusion of students with Special Educational Needs. The main objective was to carry out a systematic review of the…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Special Education
Fajar Kurnianto; Anggi Datiatur Rahmat; Heru Kuswanto – Pegem Journal of Education and Instruction, 2024
Learning activities related to students' real-life experiences may create meaningful learning. Integrating traditional games into the physics classroom can reconstruct local knowledge into scientific knowledge. The use of technology can affect student learning achievement. One of the technologies currently attracting attention is Augmented reality…
Descriptors: Computer Simulation, Educational Technology, Critical Thinking, Graphs
Luca Botturi; Tiffany Fioroni; Chiara Beretta; Davide Andreoletti; Alessandro Ferrari; Felipe Cardoso; Anna Picco-Schwendener; Suzanna Marazza; Silvia Giordano – Educational Technology Research and Development, 2024
Privacy is a central issue in the digitalization of society and directly concerns all Internet users. Privacy education is part of the picture of a more just digital society: it aims at making users more aware of the importance of their data and of the technical and financial tools and processes that involve their personal data. Nonetheless,…
Descriptors: Computer Simulation, Privacy, Internet, Student Behavior
Gede Saindra Santyadiputra; Purnomo; Waras Kamdi; Syaad Patmanthara; Didik Nurhadi – Cogent Education, 2024
Along with increasing the complexity of learning objectives, the traditional Virtual Learning Environments (VLEs) are insufficient in improving students' learning achievement. Advanced VLEs can be created to overcome this challenge by combining traditional VLEs with Virtual Lab Network Simulation (Vilanets) learning media. This research, conducted…
Descriptors: Electronic Learning, Student Improvement, College Students, Academic Achievement
Inclusive Learning Using Industry 4.0 Technologies: Addressing Student Diversity in Modern Education
Ishteyaaq Ahmad; Sonal Sharma; Rajesh Singh; Anita Gehlot; Lovi Raj Gupta; Amit Kumar Thakur; Neeraj Priyadarshi; Bhekisipho Twala – Cogent Education, 2024
This study explores the potential benefits of integrating Industry 4.0 technologies into educational settings, focusing on Artificial Intelligence/Machine Learning, Augmented Reality, Big Data, Blockchain, Cloud Computing, Internet of Things, Metaverse, Robotics, and Virtual Reality. The aim is to develop learning environments that are more…
Descriptors: Student Diversity, Inclusion, Technology Uses in Education, Educational Technology
Yang Ding; Xiaohua Zhao; Ying Yao; Chenxi He; Rui Chai; Shuo Liu – Interactive Learning Environments, 2024
The objective of this study is to propose an interactive training method based on the Unity 3D platform and to evaluate its effectiveness in comparison to a video-based training method in curbing speeding behavior and promoting road safety. Based on the attributes unique to drivers with Type A behavior patterns, this study selected 36 drivers with…
Descriptors: Program Effectiveness, Interaction, Motor Vehicles, Educational Technology
Fabian Froehlich – ProQuest LLC, 2024
Interacting with objects in virtual reality can be an exciting experience. Haptic feedback allows virtual environments to appear more immersive. Does this increased immersion bear the potential to enhance learning if used properly in educational VR environments? This dissertation pursued two goals. First, to investigate the relationship between…
Descriptors: Computer Simulation, Feedback (Response), Computer Interfaces, Distance Education