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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
Henrik Brun; Matthias Lippert; Thomas Langø; Juan Sanchez-Margallo; Francisco Sanchez-Margallo; Ole Jakob Elle – Anatomical Sciences Education, 2025
Learning cardiac morphology largely involves spatial abilities and studies indicate benefits from innovative 3D visualization technologies that speed up and increase the learning output. Studies comparing these teaching tools and their educational output are rare and few studies include complex congenital heart defects. This study compared the…
Descriptors: Anatomy, Human Body, Spatial Ability, Visual Aids
Angela S. Kelling; Nicholas J. Kelling – Teaching of Psychology, 2025
Background: Given the increased emphasis on active learning in psychology, it is important to use data to enhance these experiences. In learning courses, both live animals and virtual training laboratories have been found to enhance learning, but less research has examined student preferences. Generally, live rats are preferred, but students may…
Descriptors: Student Attitudes, Preferences, Science Laboratories, Computer Simulation
Xin Gong; Weiqi Xu; Shufan Yu; Jingjing Ma; Ailing Qiao – British Journal of Educational Technology, 2025
Tangible programming tools have become a mainstream teaching aid in gamification programming learning (GPL) due to their interactivity and ability to enhance novice learners' computational thinking and spatial reasoning skills. However, comparing the relative efficacy of different programming tools that simultaneously support these skills was not…
Descriptors: Computation, Thinking Skills, Spatial Ability, Gamification
Rafael Herrero-Álvarez; Rafael Arnay; Eduardo Segredo; Gara Miranda; Coromoto Leon – IEEE Transactions on Learning Technologies, 2025
RoblockLLy is an educational robotics simulator designed for primary and secondary school students, whose goal is to increase their interest in science, technology, engineering, and mathematics. In the particular case of computer science, it allows developing computational thinking skills. It has been designed with ease of use in mind. This free…
Descriptors: Secondary School Students, STEM Education, Computer Science Education, Robotics
Shimelis Kebede Kekeba; Abera Gure; Teklu Tafesse Olkaba – Interactive Technology and Smart Education, 2025
Purpose: The purpose of this study was to investigate the impact of using a jigsaw learning strategy integrated with computer simulation (JLSICS) on the academic achievement and attitudes of students, along with exploring the relationships between them in the process of learning about acids and bases. Design/methodology/approach: The research…
Descriptors: Teaching Methods, Learning Strategies, Computer Simulation, Technology Uses in Education
Dongkwang Shin; Suh Keong Kwon; Wonjun Izac Noh; Yohan Hwang – Journal of Computer Assisted Learning, 2025
Background: This study examines the evolution of English speaking proficiency test methods, which have traditionally relied on face-to-face interactions to assess communicative language competence. Recently, computer-based language tests have also been used on a larger scale, albeit with concerns about their impact on measurement. Objectives: This…
Descriptors: Computer Simulation, Technology Uses in Education, English (Second Language), Second Language Learning
Eileen McGivney – British Journal of Educational Technology, 2025
Agency, or the capacity to take intentional actions, is considered one of the primary affordances of virtual reality (VR) for learning. VR is expected to increase learners' agency because it allows for full-body interactivity from a first-person perspective, giving them novel ways of interacting with the digital environment. Yet, agency in…
Descriptors: Technology Uses in Education, Computer Simulation, Field Trips, Personal Autonomy
Hsing-Ying Tu; Silvia Wen-Yu Lee – Journal of Educational Computing Research, 2025
Learning in a virtual environment has been found to foster students' affective responses, indicating the importance of exploring the factors which affect students' learning when engaged in a virtual game. This study aimed to explore the relationships among students' epistemic curiosity, situational interest, and learning engagement in an…
Descriptors: Personality Traits, Student Interests, Learner Engagement, Computer Simulation
Kyungbin Kwon; Thomas A. Brush; Keunjae Kim; Minhwi Seo – Journal of Educational Computing Research, 2025
This study examined the effects of embodied learning experiences on students' understanding of computational thinking (CT) concepts and their ability to solve CT problems. In a mixed-reality learning environment, students mapped CT concepts, such as sequencing and loops, onto their bodily movements. These movements were later applied to robot…
Descriptors: Thinking Skills, Computer Science Education, Robotics, Programming
Alejandro Álvarez-Marín; J. Ángel Velázquez-Iturbide; Mauricio Castillo-Vergara; Christian Acuña-Opazo – Innovations in Education and Teaching International, 2025
This study explores the moderating role of aesthetics and information quality on the technological acceptance of augmented reality. A technology acceptance model with the following variables was used: perceived ease of use, perceived usefulness, attitude towards using, and behavioural intention to use. Analysis was conducted by using structural…
Descriptors: Physical Environment, Computer Simulation, Synthesis, Simulated Environment
Merve Aydin; Ünal Çakiroglu – Journal of Computer Assisted Learning, 2025
Background: Students experience higher-order thinking skills by finding ways to solve the problem, debugging errors while applying the solution, and testing the solution in programming. However, the inability to create schemas that will characterise programming structures is one of the difficulties during this process. Objectives: This study aimed…
Descriptors: Programming, Computer Science Education, Thinking Skills, Problem Solving
Yizhen Wang – Innovation in Language Learning and Teaching, 2025
Purpose: This study investigated the effects of an AR application (Civilisations AR) on EFL learners' oral proficiency in the dimensions of content, fluency, vocabulary, pronunciation, and grammar, as well as their attitudes and perceptions toward AR technology. Design: Utilizing a quasi-experiment, twenty-four EFL learners engaged in a…
Descriptors: Computer Simulation, Technology Uses in Education, English (Second Language), Second Language Learning
Amarpreet Singh Gill; Derek Irwin; Pinzhuang Long; Linjing Sun; Dave Towey; Wanling Yu; Yanhui Zhang; Yaxin Zheng – Interactive Technology and Smart Education, 2025
Purpose: This study aims to examine the effects on student motivation and perception of technological interventions within undergraduate mechanical engineering and product design and manufacture programs at a Sino-foreign international university. The authors use an augmented reality game application within a class on Design for Manufacturing and…
Descriptors: Computer Simulation, Technology Uses in Education, Game Based Learning, Student Motivation