Publication Date
In 2025 | 56 |
Since 2024 | 904 |
Since 2021 (last 5 years) | 3047 |
Since 2016 (last 10 years) | 5279 |
Since 2006 (last 20 years) | 8032 |
Descriptor
Source
Author
de Jong, Ton | 23 |
Gwo-Jen Hwang | 17 |
Makransky, Guido | 16 |
Klopfer, Eric | 15 |
Lan, Yu-Ju | 15 |
Hwang, Gwo-Jen | 14 |
Johnson, L. | 14 |
Ke, Fengfeng | 14 |
Pellas, Nikolaos | 14 |
Adams Becker, S. | 13 |
Mayer, Richard E. | 13 |
More ▼ |
Publication Type
Education Level
Audience
Practitioners | 510 |
Teachers | 499 |
Researchers | 273 |
Administrators | 51 |
Policymakers | 47 |
Students | 47 |
Media Staff | 13 |
Parents | 6 |
Community | 4 |
Support Staff | 4 |
Counselors | 2 |
More ▼ |
Location
Turkey | 248 |
Australia | 222 |
Taiwan | 191 |
United Kingdom | 176 |
China | 168 |
Spain | 142 |
Germany | 123 |
United States | 118 |
Canada | 116 |
Indonesia | 99 |
Japan | 80 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Meets WWC Standards without Reservations | 3 |
Meets WWC Standards with or without Reservations | 3 |
Does not meet standards | 1 |
Venus Chan – Interactive Learning Environments, 2024
This research aims to examine students' perceptions of the benefits and constraints of using Virtual Interpreting Practice (VIP), a mobile-based virtual reality application for bi-directional English/Chinese consecutive and sight interpreting learning that was developed within the project. Thirty-one Chinese university students participated in an…
Descriptors: Computer Simulation, Computer Oriented Programs, Handheld Devices, Telecommunications
Ariunaa Enkhtur; Ming Li – IAFOR Journal of Education, 2024
This paper explored students' experiences in an international virtual student mobility (VSM) program at a Japanese national university implemented in collaboration with partner universities in the Asia Pacific region and Europe. Through students' narratives, the study discerned how students perceive "mobility" and the concept of…
Descriptors: Foreign Students, Study Abroad, Student Mobility, International Education
Asmaa Sakr; Tariq Abdullah – Education and Information Technologies, 2024
Virtual and Augmented Reality technologies have emerged as promising tools in the education sector, offering new possibilities for immersive learning experiences. Many researchers have focused their research on examining the potential of these technologies in education from different perspectives. However, it was discovered that there are research…
Descriptors: Computer Simulation, Technology Uses in Education, Physical Environment, Learning Analytics
Andreja Istenic – Discover Education, 2024
Blended learning sets solid foundations for the utilization of educational technology in authentic student learning experiences within traditional educational contexts as well as in distance education. The author introduces an integrated and distributed model of blended learning, utilizing educational technology for authentic student learning…
Descriptors: Blended Learning, Teaching Methods, Higher Education, Models
Jazzmyn M. Ivery-Robinson – ProQuest LLC, 2024
This exploratory sequential mixed methods study explored how African American, Asian/Pacific Islander, Latino/Hispanic, and Native American (ALANA) students develop a sense of belonging within higher education at one private, Predominantly White Institution (PWIs) within the United States when co-curricular programs are offered within the…
Descriptors: Extracurricular Activities, African American Students, Asian American Students, Hispanic American Students
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
Teena L. Martin – ProQuest LLC, 2024
This study investigated the understudied area of virtual reality (VR) creation among elementary-aged youth, exploring their engagement in VR creation and the ways in which educators can facilitate this creative process. Using an embedded case study, the researcher examined how the youth visualize writing using the VR creation tool, CoSpaces. To…
Descriptors: Computer Simulation, Elementary School Students, Grade 3, Grade 4
Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
Weiss, Charles J. – Journal of Chemical Education, 2017
An introduction to digital stochastic simulations for modeling a variety of physical and chemical processes is presented. Despite the importance of stochastic simulations in chemistry, the prevalence of turn-key software solutions can impose a layer of abstraction between the user and the underlying approach obscuring the methodology being…
Descriptors: Undergraduate Study, Chemistry, Genetics, Motion
Mota, Ana Rita; Lopes dos Santos, João – Physics Teacher, 2017
Virtual images are often introduced through a "geometric" perspective, with little conceptual or qualitative illustrations, hindering a deeper understanding of this physical concept. In this paper, we present two rather simple observations that force a critical reflection on the optical nature of a virtual image. This approach is…
Descriptors: Geometry, Geometric Concepts, Optics, Visualization
Jiménez, Cristina; Arís, Nuria; Magreñán Ruiz, Ángel Alberto; Orcos, Lara – Education Sciences, 2020
One of the main objectives in mathematics education is to motivate students due to the fact that their interest in this area is often very low. The use of different technologies, as well as gamification in the classroom, can help us to meet this goal. In this case, it is presented the use of two techniques, which are a digital escape room, using…
Descriptors: Computer Simulation, Mathematics Education, Algebra, Secondary School Students
Cheng, Kun-Hung; Tsai, Chin-Chung – British Journal of Educational Technology, 2020
Researchers have been devoted to exploring the impacts of immersive virtual reality (IVR) on education in recent years. However, efforts to probe the role of students' learning traits such as motivated strategies for learning in their IVR learning have been limited. Most studies commonly analyzed learners' perceptions of immersion with a single…
Descriptors: Student Motivation, Student Attitudes, Science Instruction, Computer Simulation
Maulana, Iwan; Asrowi; Suryani, Nunuk – Journal of Educational Technology and Online Learning, 2020
This study aimed to examine the effect of the use of mobile-based Augmented Reality media to improve student learning motivation in SMP Muhammadiyah Surakarta on the science subject. The study used a quasi-experimental method with pretest-posttest control design. The tests of mobile-based augmented reality media in learning and learning motivation…
Descriptors: Electronic Learning, Computer Simulation, Educational Technology, Instructional Effectiveness
Papaconstantinou, Maria; Kilkenny, Dawn; Garside, Christopher; Ju, William; Najafi, Hedieh; Harrison, Laurie – Canadian Journal of Learning and Technology, 2020
The instructors of four biology-related courses at a Canadian university integrated Labster virtual labs in their courses as a pre-lab activity, lecture substitute, or to provide lab experience in courses with no on-site labs. The instructors used a backward design approach to align the labs with the learning objectives of their courses and to…
Descriptors: Computer Simulation, Science Experiments, Undergraduate Students, Curriculum Design
Lin, Hsin-Hui; Wang, Yu-Yin; Wang, Yi-Shun; Wang, Yu-Min – Interactive Learning Environments, 2020
The psychological effects of information technology (IT) use have been widely reported and assessed in the literature. However, although concerns are growing regarding the potential physiological impacts of IT use on the health of IT users, assessment of this issue is currently hampered by the lack of an appropriate information-system (IS)…
Descriptors: Physiology, Test Construction, At Risk Persons, Psychometrics