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Zoltan Buzady; Agnes Wimmer; Anita Csesznak; Peter Szentesi – Interactive Learning Environments, 2024
The considerable proliferation of serious games (SG) in management education necessitates an academic foundation grounded in the concepts and practice of leadership, Flow, learning and development theory. Going beyond addressing the benefits of SG, this study is the first to demonstrate the successful use of SG in two areas: (a) teaching Flow…
Descriptors: Game Based Learning, Psychometrics, Leadership Qualities, Leadership Training
Davis Krumins; Sandra Schumann; Veiko Vunder; Rauno Põlluäär; Kristjan Laht; Renno Raudmäe; Alvo Aabloo; Karl Kruusamäe – IEEE Transactions on Learning Technologies, 2024
Teaching robotics with the robot operating system (ROS) is valuable for instating good programming practices but requires significant setup steps from the learner. Providing a ready-made ROS learning environment over the web can make robotics more accessible; however, most of the previous remote labs have abstracted the authentic ROS developer…
Descriptors: Teaching Methods, Robotics, Programming, Computer Science Education
Xinyi Wu; Xiaohui Chen; Jingwen Zhao; Yongsheng Xie – Education and Information Technologies, 2024
This work aims to explore whether students' learning outcomes in the virtual museum (VM) 's "Life and Science course" are influenced by the type of knowledge and the different levels of interaction within the museum. The study was conducted using an eye-movement experimental method, based on cognitive load theory, knowledge visualisation…
Descriptors: Museums, Instructional Design, Eye Movements, Material Development
Alberto Cannavò; Federico De Lorenzis; Filippo Gabriele Pratticò; Lorenzo Galante; Fabrizio Lamberti – Journal of Educational Computing Research, 2024
Today, immersive technologies like Virtual Reality (VR) are regarded as disruptive tools in many domains, including education. While the body of literature in the field is growing, studies that present contrasting findings are not uncommon. In fact, although there is evidence of the benefits brought by VR in the educational processes, in some…
Descriptors: Computer Simulation, Technology Uses in Education, Science Education, Laboratory Experiments
Yi-chen Chen – Education and Information Technologies, 2024
Augmented Reality (AR) is believed a suitable teaching method for beginning-level Chinese as a Foreign Language (CFL) learners in learning Chinese characters, as the effects of AR on visualization may enhance recognition of pictographic characters and the integration of multimedia may facilitate comprehension of this logographic language. Yet the…
Descriptors: Computer Simulation, Chinese, Written Language, Second Language Learning
Caroline Corves; Matthias Stadler; Martin R. Fischer – European Journal of Psychology of Education, 2024
Authenticity in simulation-based learning is linked to cognitive processes implicated in learning. However, evidence on authenticity across formats is insufficient. We compared three case-based settings and investigated the effect of discontinuity in simulation on perceived authenticity. In a quasi-experiment, we compared formats of simulation in…
Descriptors: Authentic Learning, Medical Education, Role Playing, Computer Simulation
Sungbok Shin – ProQuest LLC, 2024
Data visualization is a powerful strategy for using graphics to represent data for effective communication and analysis. Unfortunately, creating effective data visualizations is a challenge for both novice and expert design users. The task often involves an iterative process of trial and error, which by its nature, is time-consuming. Designers…
Descriptors: Artificial Intelligence, Computer Simulation, Visualization, Feedback (Response)
Milly Singh – Education and Information Technologies, 2024
In the context of Indian education, the emphasis transcends mere knowledge acquisition, extending to the cultivation of a profound respect for duties, values, and overall well-being. The overarching objective is to mold students into responsible global citizens, equipping them with the necessary skills and values for meaningful contributions to…
Descriptors: Foreign Countries, Computer Simulation, Technology Integration, College Students
Gülçin Avsar; Seymanur Çelik; Sevgi Dogan; Bahar Çiftçi – European Journal of Education, 2024
Virtual reality (VR) technology plays a significant role in nursing education by enhancing the quality of training by applying knowledge, decision-making, intervention completion and feedback. This study aims to examine nursing students' experiences and perceptions regarding the ventrogluteal injection training provided through VR technology.…
Descriptors: Computer Simulation, Computer Uses in Education, Nursing Education, Nursing Students
Anjorin Ezekiel Adeyemi; Shuai Ma; Rafael Landaverde – NACTA Journal, 2024
Technology is increasingly being integrated into classrooms worldwide to enhance learning outcomes, and simulation technologies are becoming more popular to create realistic scenarios in controlled academic settings. However, simulation studies in agricultural education have been limited, making it difficult to assess the impact of simulation…
Descriptors: Agricultural Education, Computer Simulation, Undergraduate Students, Achievement Gains
Khaleel Al-Said; Nidal Amarin; Lyubov Krasnova – Education and Information Technologies, 2024
This study aims to determine how the use of virtual reality impacts physics students, their knowledge, and the quality of training. The study involved 116 students aged 17-19. The main purpose is to explore the effect that VR technology has on students' knowledge and motivation. As per usual, the students were divided into two research groups:…
Descriptors: Physics, Science Instruction, Computer Simulation, Student Motivation
Otman Jaber; Sara Bagossi; Michael N. Fried; Osama Swidan – ZDM: Mathematics Education, 2024
This paper describes how students conceptualize real-life phenomena in which two or more quantities are covarying in an augmented reality environment. With this technology, real-world phenomena and virtual representations may be connected simultaneously. We aim to investigate how students connect elements of the two worlds when conceptualizing…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
Jennifer Morin; Sara Willox – Journal of Educational Technology Systems, 2024
Debriefing is a critical part of successfully implementing educational computer-based simulation games to maximize learning outcomes. Simulation game effectiveness, regarding exploring gaming characteristics and cognitive and affective impacts, has been thoroughly researched. However, debriefing is overlooked by some as time-consuming and…
Descriptors: Educational Games, Computer Simulation, Communication Strategies, Instructional Effectiveness
Serhat Orhak; Kürsat Çagiltay – Journal of Educational Technology and Online Learning, 2024
The integration of Virtual Reality (VR) technologies into education holds immense promise. Virtual Reality has the potential of providing an immersive and interactive learning experience, thus allowing students to engage with educational content in a more meaningful way. As it can be customized and developed for different purposes, VR can be…
Descriptors: Computer Simulation, Educational Technology, Teacher Attitudes, Technology Integration
Isaac Dunmoye; Olanrewaju Olaogun; Nathaniel Hunsu; Dominik May; Robert Baffour – IEEE Transactions on Education, 2024
Contribution: The study examines the predictive and mediating significance of social and teaching presences on cognitive presence in a Community of Inquiry (CoI) mediated by a desktop virtual reality (VR). The findings of this study have implications for how to leverage VR learning environments to support meaningful collaborative engagement.…
Descriptors: Computer Simulation, Engineering Education, Interpersonal Relationship, Cooperative Learning