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Andrea Trudeau; Ying Xie; Olha Ketsman; Cindy York; Sandrine Goldsmith – TechTrends: Linking Research and Practice to Improve Learning, 2024
This mixed-methods study explored the impact of cinematic virtual reality (CVR) on seventh-grade students (n = 66) in a school library. The research was comprised of two phases, integrating data from questionnaires and student/teacher interviews. The study focused on "The Displaced," a documentary about child refugees, presented in two…
Descriptors: Adolescents, Student Attitudes, Computer Simulation, Technology Uses in Education
Daniela Olea-Ibarra; Christian Hartmann; Maria Bannert – Journal of Computer Assisted Learning, 2025
Background: Enjoyment and epistemic emotions are essential in education as they drive learners to actively and persistently engage with learning material. Augmented Reality (hereinafter referred to as AR) is an emerging educational tool that offers unique opportunities for immersive learning experiences. By incorporating AR into the learning…
Descriptors: Psychological Patterns, Positive Attitudes, Computer Simulation, Active Learning
Chang, Yu-Shan; Chou, Chia-Hui; Chuang, Meng-Jung; Li, Wen-Hung; Tsai, I.-Fan – Interactive Learning Environments, 2023
This study investigated the effects of teaching via virtual reality (VR) on creative design performance and creative experiential learning processes by using a pretest--post-test nonequivalent group design to sample 138 seventh graders from a junior high school in Taipei City. The main conclusions from this study are: (1) VR has significant…
Descriptors: Foreign Countries, Computer Simulation, Creativity, Design
Andrea Armour Trudeau – ProQuest LLC, 2024
With virtual reality (VR) tools becoming increasingly prevalent in K-12 schools today, educators now possess the means to transport students to digitally simulated times and places without ever leaving the classroom. However, current application of this experiential technology is in its nascent stage and subsequent research is often limited to…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Grade 7
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
Özçakir, Bilal; Çakiroglu, Erdinç – Education and Information Technologies, 2022
In school mathematics, representations of solid figures and three-dimensional geometric objects generally rely on two-dimensional projective representation modes on students' textbooks. In learning environments, these representation modes create a kind of cognitive filter, which prevents students with low spatial ability to comprehend and envision…
Descriptors: Spatial Ability, Middle School Students, Computer Simulation, Mathematics Education
Huda S. Alazmi; Ghader M. Alemtairy – Education and Information Technologies, 2024
There is increasing educational interest in immersive virtual reality (IVR) applications which aid student learning and performance. However, few empirical studies have investigated the potential for implementing the technology in middle-school social studies classrooms. This study employed a quasi-experimental approach to address this issue,…
Descriptors: Computer Simulation, Field Trips, Middle School Students, Social Studies
Kul, Hasan Hüseyin; Berbe, Asiye – Journal of Science Learning, 2022
This study examines the effects of a seventh-grade science course supported by augmented reality technologies on students' academic achievement on elements and compounds, their motivation towards the science course, and their motivation toward the augmented reality materials used. The study was conducted with the quasi-experimental design of the…
Descriptors: Computer Simulation, Grade 7, Middle School Students, Science Education
Emma Phillips; Aaron Jarden; Terence Bowles – Australian Educational Researcher, 2025
Empathy is a key contributor to moral, pro-social behaviour and an important element of socio-emotional learning (SEL). Schools deliver SEL programmes during adolescence to develop a range of skills including empathy. As education becomes increasingly digital, more research is needed to understand the role digital technologies may play in…
Descriptors: Secondary School Students, Empathy, Computer Simulation, Technology Uses in Education
Elkjaer, Morten; Thomsen, Lui A. – Digital Experiences in Mathematics Education, 2022
This article presents the theoretical considerations leading to the design and development of a digital experience for teaching linear equations using a modified balance model for equation solving. We modified the balance to alter physics behaviour in a virtual reality (VR) experience, to strengthen students' schemes for solving linear equations…
Descriptors: Educational Technology, Technology Uses in Education, Mathematics Instruction, Equations (Mathematics)
Mochammad Faiz Nur Falah; Muhammad Iqbal Rifqy; Ailsa Tsabita Primrose; Taufiq Satria Mukti – Journal of Research and Advances in Mathematics Education, 2025
Curved Side Spaces (BRSL) in learning need to be presented with learning media to make it easier for students to understand the concept. This research aims to produce learning media based on technology and cultural values. The media in question is (BRUSLE) an Android application that can be accessed via mobile with augmented reality hologram…
Descriptors: Computer Simulation, Synthesis, Physical Environment, Simulated Environment
Poçan, Serdal; Altay, Bilal; Yasaroglu, Cihat – Education and Information Technologies, 2023
Due to rapid developments, mobile technologies started to play an essential role in designing seamless learning environments. Due to the availability of mobile technologies, students can access learning materials without being bound by time and place. On the grounds that these applications allow information exchange, time and space limitations…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
Yunus Emre Avcu; Yavuz Yaman – Journal of Inquiry Based Activities, 2024
A differentiated science activity was created for gifted students. The focus is on Sustainable Development Goal 15 (SDG-15) for life on land, enhancing engagement, self-regulated learning skills, and scientific creativity in gifted students. The activity spanned eight lesson hours, with tasks encouraging observation, inquiry, and creative…
Descriptors: Gifted, Individualized Instruction, Science Instruction, Computer Simulation
Bone, Erin K.; Bouck, Emily C.; Satsangi, Rajiv – Exceptionality, 2023
Manipulatives are an effective mathematical tool to support students with disabilities in the area of mathematics. Yet, there remain inconsistencies in terms of which type -- concrete or virtual -- is more effective for students with disabilities working on algebra related content and which type is preferred by students. The researchers used an…
Descriptors: Manipulative Materials, Students with Disabilities, Mathematics Instruction, Algebra
Demircioglu, Tuba; Karakus, Memet; Ucar, Sedat – Education Quarterly Reviews, 2022
Science teaching is one of the subjects that has been actively affected by Augmented Reality (AR) technology worldwide. Although the use of AR in science courses is increasing, the effective use of AR still needs improvement. The purpose of this study was to investigate the effect of augmented reality-based argumentation activities in 7th grade…
Descriptors: Computer Simulation, Science Education, Grade 7, Middle School Students