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Ibrahim Arpaci; Mahadi Bahari – Interactive Learning Environments, 2024
Metaverse is an immersive three-dimensional (3D) virtual world inhabited by avatars beyond the physical realm. The COVID-19 pandemic has disrupted the education system and the need to accelerate the digitalization of education has received a lot of attention. Metaverse can be an alternative solution for sociocultural interaction and to continue…
Descriptors: Computer Simulation, Sustainability, Personal Autonomy, Technology Uses in Education
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
Chen, Yiqun – Education and Information Technologies, 2023
The technology of augmented reality in education is a significant attempt to reform the training mode and develop education in general. Piano training usually includes using well-known computer means of teaching music on-screen and hardware. In this context, augmented reality (AR), alone and integrated with the Internet of Things (IoT), is a…
Descriptors: Foreign Countries, Music Education, Physical Environment, Simulated Environment
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
Poole, Adam – International Journal of Research & Method in Education, 2022
Participatory based methodologies, like the funds of identity approach, often employ arts-based methods and graphic elicitation as a complement to the traditional autobiographical interview. The funds of identity approach addresses deficit discourses that position disadvantaged learners as problematic by encouraging teachers to construct…
Descriptors: Foreign Countries, High School Students, Grade 10, Identification (Psychology)
Jordi Guitart; Juan José Costa – Interactive Learning Environments, 2024
The pandemic situation banned the presence of teachers and students in the classrooms disrupting the typical teaching process. Videoconferencing services have been used successfully for lectures, but they are insufficient for hands-on laboratories where the physical presence is a requirement (i.e. to access specific hardware). Enabling remote…
Descriptors: Distance Education, Laboratories, Computer Networks, Videoconferencing
Davidaviciene, Vida; Davidavicius, Sigitas – International Journal of Learning and Change, 2022
The article aims to investigate consumer perception of innovations in e-commerce and according to exploratory research results to define further research areas. Literature analysis was performed to investigate and identify important criteria of e-commerce quality perception, after exploratory research was conducted, in order to deepen the…
Descriptors: Consumer Economics, Innovation, Internet, Business
Stojanovic, Danijela; Bogdanovic, Zorica; Petrovic, Luka; Mitrovic, Svetlana; Labus, Aleksandra – Interactive Learning Environments, 2023
In this paper we present an approach to employing pervasive technologies, such as IoT and mobile technologies, in secondary education. The goal is to develop a comprehensive methodology, IoT infrastructure and a mobile application that would enable secondary students to test their knowledge in interaction with a smart environment. We have…
Descriptors: Learning Processes, Secondary School Students, Technology Uses in Education, Handheld Devices
Azzah Al-Maskari; Thuraya Al Riyami; Sami Ghnimi – Journal of Applied Research in Higher Education, 2024
Purpose: Knowing the students' readiness for the fourth industrial revolution (4IR) is essential to producing competent, knowledgeable and skilled graduates who can contribute to the skilled workforce in the country. This will assist the Higher Education Institutions (HEIs) to ensure that their graduates own skill sets needed to work in the 4IR…
Descriptors: Career Readiness, Technological Literacy, Student Attitudes, Information Technology
Kezia Herman Mkwizu; Ritimoni Bordoloi – Asian Association of Open Universities Journal, 2024
Purpose: Inclusive growth in the education sector is still a major challenge in some countries because of limited access to technologies and internet connectivity, among other reasons. However, as a technology, augmented reality (AR) is expected to be widely used in the field of education in the future. The main purpose of this paper is to explore…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
Alhudaithy, Hana – Research-publishing.net, 2019
Nowadays, we live in an ever-evolving technological world. There is thus a growing need to explore the use of modern technology in education in general, and in higher education in particular. The present paper investigates the use and effectiveness of Virtual Reality (VR) in higher education from the perspective of Saudi faculty at the College of…
Descriptors: Foreign Countries, College Faculty, Teacher Attitudes, Computer Simulation
Vusumuzi Maphosa – Cogent Education, 2024
This study explores students' perceptions of the authentic learning opportunities provided by Moodle at a rural university, aiming to link their lived experiences with their educational journeys through technology-enabled environments that foster active participation, collaboration, and co-creation of knowledge. Employing a descriptive and…
Descriptors: Student Attitudes, Rural Schools, Learning Management Systems, Undergraduate Students
Shklyar, Tatiana L.; Popova, Anna V.; Gorokhova, Svetlana S. – Journal of Educational Psychology - Propositos y Representaciones, 2020
In this article authors suggest considering features of hybrid reality, both in psychology and in law. The authors investigate the opportunities and dangers of the virtual world. They reveal the main psychological aspects that provoke the person to plunge into Internet space. Also in the article, the authors show the main tendencies and the…
Descriptors: Psychology, Laws, Computer Simulation, Internet
Jing Ma; Yanchi Jin; Di Zhao; Liwei Chen – International Journal of Technology in Teaching and Learning, 2023
The arrival of the metaverse, as a new generation of information technology, will bring great changes to people's production, life, and learning. The educational metaverse is regarded as a new form of educational development, which will bring a transformative impact on educational teaching activities. In this context, this study has developed a…
Descriptors: Technology Uses in Education, Educational Technology, Computer Simulation, Experimental Teaching
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