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Jafari, Esmaeil – Educational Media International, 2023
This article seeks the opinions, perceptions, and attitudes of faculty members about the strategies for using hologram technology in the learning environment. The research method was qualitative and based on this, 17 faculty members from Farhangian University Centers (CFU) and public universities in Iran were interviewed. The data obtained were…
Descriptors: Educational Strategies, Photography, Computer Simulation, Technology Uses in Education
Ronaghi, Mohammad Hossein – Interactive Technology and Smart Education, 2023
Purpose: Sustainability is one of the global challenges, individuals and businesses need to change their behavior and consumption patterns to move towards sustainable development. This is not possible without planning for education and related knowledge transfer. On the other hand, disruptive technologies such as virtual reality (VR) have…
Descriptors: Foreign Countries, Educational Technology, Computer Simulation, Sustainability
Dehghani, Marzieh; Mohammadhasani, Nasrin; Hoseinzade Ghalevandi, Mohammad; Azimi, Esmaeil – Interactive Learning Environments, 2023
This study is based on assessing the potential of augmented reality (AR) and infographics in science learning, emphasizing the synergistic effect on improving learning. The study investigates the impact of the combination of AR and infographic design on learning biology. Seventy-five 10th grade male students participated in this study, which…
Descriptors: Computer Simulation, Visual Aids, Biology, Science Education
Ali Hatami – Journal of Educators Online, 2024
Despite the promise of virtual reality (VR) videos to provide reflective opportunities analogous to those afforded by real-world classroom recordings, there has been scant research on its usage in teacher education to date. In this quasi-experimental study, we compared the effects of two distinct stimuli used for student teachers' reflections on…
Descriptors: Video Technology, Mathematics Teachers, Foreign Countries, Student Teachers
Pourazar, Morteza; Bagherzadeh, Fazlolah; Mirakhori, Fatemeh – International Journal of Developmental Disabilities, 2021
Aims: The purpose of this study was to investigate the effects of Virtual reality training on dynamic balance of children with spastic hemiplegic cerebral palsy (SHCP). Methods: 20 girls with SHCP (mean age = 9.4; SD =1.48) were selected from special schools and divided into the experimental and control groups. Commercially available Kinect dance…
Descriptors: Children, Cerebral Palsy, Computer Simulation, Training
Ebadi, Saman; Ashrafabadi, Fateme – Education and Information Technologies, 2022
This study investigated how Augmented Reality (AR) impacted EFL learners' reading comprehension and attitudes toward utilizing AR. A mixed-method was used with a sample composed of 64 upper-intermediate EFL learners in a state university in Iran. Independent and paired sample t-test were used to investigate the experimental group's reading…
Descriptors: Computer Simulation, English (Second Language), English Language Learners, Reading Comprehension
Marjan Ebadijalal; Nouroddin Yousofi – Computer Assisted Language Learning, 2024
The current mixed-methods study aimed at incorporating a virtual reality (VR) tool (i.e. Google Expeditions) into the writing process of Iranian English as a foreign language (EFL) learners, examining its impact on their writing motivation and performance. To that end, 42 EFL learners were randomly assigned to experimental and control groups,…
Descriptors: Computer Software, Maps, Geography, English (Second Language)
Shakiba Razmeh – Journal for Multicultural Education, 2024
Purpose: The purpose of this study is to examine the impact of computer-assisted language learning on cultural adaptation and language learning in non-traditional classroom settings. Design/methodology/approach: The data of this study came from extended periods of observation, multiple rounds of semi-structured interviews and home visits. Using…
Descriptors: Computer Assisted Instruction, Teaching Methods, Second Language Instruction, Second Language Learning
Marzieh Ronaghi; Mohammad Hossein Ronaghi; Elahe Boskabadi – Asian Association of Open Universities Journal, 2024
Purpose: Augmented reality (AR) is an advanced version of the dynamic physical space that is perceived and received via visual, audio, digital and other sensory stimuli. The capabilities of virtual technologies change the field of university and education considerably. The necessity of using virtual technologies in the education field was revealed…
Descriptors: Physical Environment, Computer Simulation, Simulated Environment, Synthesis
Dara Tafazoli – Journal for Multicultural Education, 2024
Purpose: This research paper aimed to investigate the affordances of using virtual reality (VR) in teaching culture among in-service teachers of teaching Persian to speakers of other languages (TPSOL) in Iran. Design/methodology/approach: This qualitative case study, conducted at two Iranian universities, used purposeful sampling to select 34…
Descriptors: Foreign Countries, Indo European Languages, Universities, College Faculty
Rajab Esfandiari; Mohammad Hossein Arefian – Education and Information Technologies, 2024
Computer-assisted language assessment literacy (LAL) has gained momentum in English as a foreign language (EFL) teaching since computer-based education became particularly common in language education. As EFL teachers play a critical role in administering computer-assisted language assessments, Iranian EFL teachers need to learn, relearn, and…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Foreign Countries
Jabbari, Nasser; Peterson, Mark – Language Learning Journal, 2023
Many English as a foreign language (EFL) learners worldwide spend hours playing commercial-off-the-shelf massively multiplayer online games. They engage in a multitude of different interactions with the game environment and possibly with other gamers, using English as the predominant medium of communication. This raises the question of whether…
Descriptors: Accuracy, Video Games, English (Second Language), Second Language Learning
Ebadi, Saman; Ebadijalal, Marjan – Computer Assisted Language Learning, 2022
This study reports the results of a mixed-methods investigation on the impact of a virtual reality (VR) tool on Iranian EFL learners' willingness to communicate (WTC) and oral proficiency. Twenty upper-intermediate EFL learners were divided into experimental and control groups role-playing as museum guides with and without Google Expeditions VR…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Foreign Countries
Alemi, Minoo; Khatoony, Shiva – Teaching English with Technology, 2020
Technology integration has become increasingly prevalent in language education and technology teaching tools are currently used for English instruction. In line with this trend, it is also believed to be influential in teaching and learning pronunciation. To cast an empirical light on this issue, this study aimed to analyse the influence of…
Descriptors: Pronunciation Instruction, Teaching Methods, Computer Simulation, Robotics
Baratchian, Taher; Hashemi, Shahnaz; Jafari, Ali; Far, Mohammad Soltani – Journal of Educational Psychology - Propositos y Representaciones, 2020
Virtual social networks nowadays play a very important role in getting and receiving daily news. Therefore, it is necessary to know the extent and reasons for users to use this tool and compare it with other media. Therefore, it is essential to know the extent and reasons for users to utilize this tool and compare it with other media. This study…
Descriptors: Social Networks, Computer Simulation, Comparative Analysis, Computer Software
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