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David Wesley Woolverton – ProQuest LLC, 2024
As virtual reality (VR) becomes more commonly used in education, it is important to understand the technology's weakness and mitigate any potential negative effects on student success. One adverse side-effect of VR use is simulation-induced motion sickness, known in the context of VR as VR sickness. Previous research by Howard and Van Zandt (2021)…
Descriptors: Computer Simulation, Educational Technology, Fear, Correlation
Qiao Jin – ProQuest LLC, 2024
Virtual reality (VR) has the potential to revolutionize the way we learn and educate, enhancing and supplementing the traditional learning experience by providing new ways to interact with information and people. However, its full potential in education has yet to be fully realized, as work in this space requires resolving cutting-edge technical…
Descriptors: Educational Technology, Computer Simulation, Experiential Learning, Socialization
Surattana Adipat; Rattanawadee Chotikapanich – Shanlax International Journal of Education, 2024
This study explores the transformative journey of higher education towards smart universities, emphasizing integrating cutting-edge technologies such as augmented reality, virtual reality, artificial intelligence, and biometric systems. This evolution responds to the evolving demands of society, aiming to significantly enhance the educational…
Descriptors: Higher Education, Educational Technology, Technology Uses in Education, Computer Simulation
Martins, Bruno Rodrigo; Jorge, Joaquim Armando; Zorzal, Ezequiel Roberto – Interactive Learning Environments, 2023
Studies indicate that Augmented Reality (AR) is quickly becoming an effective technology for training programs. This systematic literature review (SLR) aims to screen works published on AR for corporate training. We describe AR training applications, discuss current challenges, literature gaps, opportunities, and tendencies of corporate AR…
Descriptors: Computer Simulation, Educational Technology, Industrial Training, On the Job Training
Sreejun, Surang; Chatwattana, Pinanta – Journal of Education and Learning, 2023
The objectives of this research are (1) to study and synthesise the conceptual framework of the imagineering learning model with inquiry-based learning via augmented reality to enhance creative products and digital empathy, (2) to develop the imagineering learning model with inquiry-based learning via augmented reality to enhance creative products…
Descriptors: Inquiry, Computer Simulation, Creativity, Empathy
Bulut, Mehmet; Borromeo Ferri, Rita – European Journal of Science and Mathematics Education, 2023
Technology, in particular augmented reality (AR), has the potential to greatly enhance interactive learning environments for mathematics in both classrooms and other teaching environments. The purpose of the present study was to investigate existing literature on AR in mathematics education. We selected papers from 10 databases, Scopus, Web of…
Descriptors: Literature Reviews, Computer Simulation, Mathematics Education, Meta Analysis
Pathania, Manisha; Mantri, Archana; Kaur, Deepti Prit; Singh, Chander Partap; Sharma, Bhanu – Technology, Knowledge and Learning, 2023
Over the past numerous years, the training structure is applying outdated strategies that keep schools from moving to competency-based models. Since most of the parts are instructor-oriented, the students are the detached party in the classroom which prompts less communication between students and the instructor. Augmented Reality (AR) is an…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Teaching Methods
Urban, Alex – Technology, Knowledge and Learning, 2023
Object-based learning includes the active incorporation of historic artifacts into educational environments, which may yield meaningful learning experiences. However, gaining access to artifacts and coordinating object-based curricula with museum staff pose immense challenges to educators. Furthermore, digital representations of historic artifacts…
Descriptors: History Instruction, Educational Games, Museums, Video Games
Nazi Mahendru; Mai Neo – Journal of Educational Multimedia and Hypermedia, 2023
Education today is fast evolving with the inclusion of immersive and online technologies, making the teaching and learning processes more interesting and engaging. This study presents students' perception of using Augmented Reality (AR) as an instructional tool for the understanding and learning of theories and basics of design. This study was…
Descriptors: Computer Simulation, Educational Technology, Graduate Students, Design
Martin, Eli – ProQuest LLC, 2023
As the number of STEM opportunities and the need for a scientifically literate society increases, educators in STEM fields require tools that help support these needs. Chemistry is one STEM content area that would benefit from exploring educational technology that supports conceptual understanding. An action research study was conducted to…
Descriptors: Chemistry, Educational Technology, Concept Formation, Learner Engagement
Saville, Jason Donald – ProQuest LLC, 2023
Virtual reality (VR) is increasingly being used for education and training, raising questions about how to assess the degree to which people feel competent learning through VR. In 2022, Saville and colleagues developed the Virtual Reality Learning Self-Efficacy Scale (VRLSE). The current experiment builds on their work. VR can be used for a wide…
Descriptors: Computer Simulation, Educational Technology, Training, Skill Development
Can Mese – Review of Education, 2023
Interest is a variable that assists students in acquiring knowledge and instructors in creating an encouraging classroom environment. Situational interest, on the other hand, is a type of interest that will assist students' interest to develop by organising environmental conditions. The research on situational interest has been ongoing for more…
Descriptors: Bibliometrics, Interest Research, Student Interests, Cognitive Processes
Oliveira, Renata Pereira; Santos, Igor Leão; de Souza, Cristina Gomes; Reis, Augusto da Cunha; de Souza, Wallice Medeiros – Interactive Technology and Smart Education, 2023
Purpose: COVID-19 played a crucial role in the development and enlargement of learning via electronic media. Still, the recent fourth industrial revolution [Industry 4.0 (I4.0)] paved the road toward Education 4.0. In this regard, several research challenges arise, involving the preparation of gamification strategies in online learning…
Descriptors: Electronic Learning, Gamification, Educational Technology, Online Courses
Fatma Costu – Journal of Educational Research, 2025
This study aims to explore the perspectives of gifted students on augmented reality, one of the innovative possibilities offered by instructional technologies. Action research involved 40 gifted students aged 10-11, enrolled in a Science and Art Center (SAC). Over the course of five weeks, the study focused on teaching various topics related to…
Descriptors: Academically Gifted, Student Attitudes, Science Education, Computer Simulation
Logston, Cory – American Association for Adult and Continuing Education, 2022
Virtual reality promotes prosocial behavior on various issues, including homelessness, ageism, and the environment. Recently researchers have explored the potential for a virtual reality experience to promote an empathic perspective transformation with promising results. The purpose of my proposed research is to investigate and explain the…
Descriptors: Educational Technology, Computer Simulation, Program Effectiveness, Transformative Learning