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Mohamed, Fahim; Abdeslam, Jakimi; Lahcen, El Bermi – International Association for Development of the Information Society, 2017
Virtual Environments for Training (VET) are useful tools for visualization, discovery as well as for training. VETs are based on virtual reality technique to put learners in training situations that emulate genuine situations. VETs have proven to be advantageous in putting learners into varied training situations to acquire knowledge and…
Descriptors: Virtual Classrooms, Learning Activities, Individualized Instruction, Computer Simulation
Wang, Yi Hsuan – Educational Technology & Society, 2020
The study integrated learning technology and various e-learning materials to assist teachers in conducting project-based learning for a science course. The activities were designed for learning science concepts such as circuits and the symbols of electricity firstly, and then for applying the concepts to produce a scientific toy. The study…
Descriptors: Games, Books, Electronic Publishing, Computer Simulation
An, Yunjo – Educational Process: International Journal, 2021
Background/purpose: This study examined how team-based gamified learning influenced students' attitudes towards the gamification of learning, online collaboration, and competition. Furthermore, the study explored what factors contributed to the students' positive or negative experiences with gamified learning. Materials/methods: Game elements used…
Descriptors: Teamwork, Game Based Learning, Student Attitudes, Cooperation
Hernández-Lara, Ana Beatriz; Perera-Lluna, Alexandre; Serradell-López, Enric – Education & Training, 2021
Purpose: With the growth of digital education, students increasingly interact in a variety of ways. The potential effects of these interactions on their learning process are not fully understood and the outcomes may depend on the tool used. This study explores the communication patterns and learning effectiveness developed by students using two…
Descriptors: Game Based Learning, Learning Analytics, Computer Mediated Communication, Asynchronous Communication
Rachel Faerber-Ovaska – ProQuest LLC, 2021
This mixed-methods study involved implementation of virtual field trip (VFT) projects in an online undergraduate foreign language (FL) course, with a close focus on four student participants' use of VFTs over four weeks. Participants explored an Italian city using desktop virtual reality; narrated their experiences, and created an annotated…
Descriptors: Field Trips, Electronic Learning, Undergraduate Students, Second Language Learning
Karakus, Mehmet; Ersozlu, Alpay; Clark, Aaron C. – EURASIA Journal of Mathematics, Science and Technology Education, 2019
The aim of this study is identifying the publications related to Augmented Reality (AR) in education and describing the features of those studies. The Web of Science database was searched for publications on AR in education. Bibliographic coupling of the countries, bibliographic coupling of the institutions, bibliographic coupling of the journals,…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Bibliometrics
Alneyadi, Saif Saeed – EURASIA Journal of Mathematics, Science and Technology Education, 2019
Background: This study explored science teachers' views about the nature and frequency of virtual lab implementation conducted by students and its contribution to developing science instruction and research in the United Arab Emirates (UAE). Material and Methods: Focus group was employed to collect data through structured interviews. The sample…
Descriptors: Computer Simulation, Science Experiments, Scientific Literacy, Foreign Countries
Matome, Tebongo John; Jantjies, Mmaki E. – International Association for Development of the Information Society, 2019
Continuous advancements in technology provide an opportunity for higher educational institutions to enhance the electronic learning experiences of students. Following a review of literature, this research explored student perceptions on the possible uses of virtual reality in their universities, as a way of easing their access to learning…
Descriptors: Foreign Countries, College Students, Student Attitudes, Computer Simulation
Liu, Ruixue; Wang, Lei; Lei, Jing; Wang, Qiu; Ren, Youqun – British Journal of Educational Technology, 2020
The increased availability and development of immersive technologies have given students growing opportunities to engage in different educational subjects. However, there is a lack of empirical research exploring the educational influence of using Immersive Virtual Reality (IVR) in science classrooms. To address this gap, this study developed a…
Descriptors: Computer Simulation, Electronic Learning, Outcomes of Education, Academic Achievement
Successful Implementation of E-Learning in Self-Financed Higher Education: Experience from Hong Kong
Ng, Emily – Journal of Educational Technology and Online Learning, 2020
Digital technologies can reinvent the higher education in 21st century. E-learning introduces change to both the people and the organization on any scale. To keep abreast of the times and making learning fun, one of the self-financed Higher Education Sector in Hong Kong introduced Virtual Reality (VR) and online learning for aviation and…
Descriptors: Foreign Countries, Electronic Learning, Higher Education, Computer Simulation
Dunnagan, Cathi L.; Gallardo-Williams, Maria T. – Journal of Chemical Education, 2020
As a result of the COVID-19 disruption experienced in Spring 2020 many institutions had to close their doors and move their courses online. Our team used an existing set of virtual reality (VR) organic chemistry laboratory experiences developed for students with accessibility challenges as an online replacement for the face-to-face Organic…
Descriptors: COVID-19, Pandemics, Science Laboratories, Organic Chemistry
Sun, Koun Tem; Chen, Meng Hsun – International Journal of Information and Communication Technology Education, 2020
In this paper, the development of the MAR (mobile augmented reality) remedial teaching program is described. It allowed students to manipulate augmented objects through AURASMA app via internet and find leads to solve geometry problems regarding compound-cube-surface area. In order to foster students' spatial abilities, the program provided…
Descriptors: Foreign Countries, Elementary School Students, Grade 6, Elementary School Mathematics
Derek L. Choi-Lundberg; Kerryn Butler-Henderson; Kristyn Harman; Joseph Crawford – Australasian Journal of Educational Technology, 2023
In the years prior to the COVID-19 pandemic, there was considerable innovation in designing and implementing teaching and learning with technology in fully online, face-to-face and blended modes. To provide an overview of technology-enhanced learning in higher education, we conducted a systematic literature review following PRISMA guidelines of…
Descriptors: Higher Education, Instructional Design, Digital Literacy, Influence of Technology
Ulrich, Frank; Helms, Niels Henrik; Frandsen, Uffe Poulsgaard; Rafn, Anne Vollen – Interactive Learning Environments, 2021
Recent advances in virtual reality (VR) technologies provide new opportunities for e-learning by giving the students an increased sense of presence. One of the VR technologies recently introduced to the public is (360-degree) 360° video. Despite its limited empirical backing as an effective educational tool, this emerging technology could prove…
Descriptors: Instructional Effectiveness, Video Technology, Technology Uses in Education, Electronic Learning
Choo, Chee-Yan; Rahim, Aisyah Saad Abdul – Asian Journal of University Education, 2021
The COVID-19 Movement Control Order imposed by the government converted the delivery of lessons to online learning in the education sector. Pharmaceutical chemistry is a core subject for pharmacy students and first-year students were taught the elucidation of the absolute configuration of active pharmaceutical ingredients (API). The objective of…
Descriptors: Foreign Countries, Pharmaceutical Education, Medical Students, Student Attitudes