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Daniel Jato-Espino; Marta Vila-Cortavitarte; Jorge Rodriguez-Hernandez; Daniel Castro-Fresno – Journal of Civil Engineering Education, 2024
Gamification has emerged in recent years as an application of game mechanics to improve learning processes through increased motivation and engagement. Civil engineering is a suitable field for gamification because it encompasses a variety of areas involving both management and fieldwork tasks. To gain insight into the use of gamified approaches…
Descriptors: Gamification, Civil Engineering, Engineering Education, Computer Simulation
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Saurav Shrestha; Yongwei Shan; Robert Emerson; Zahrasadat Hosseini – IEEE Transactions on Learning Technologies, 2025
This article introduces the development process of social presence-enabled augmented reality (SPEAR) tool, an innovative augmented reality (AR) based learning application tailored for online engineering education. SPEAR focuses on a learning module of structural beam-bending, empowering users to seamlessly integrate 3-D virtual beams into their…
Descriptors: Computer Simulation, Educational Technology, Online Courses, Engineering Education
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Mei-Shiu Chiu; Meihua Zhu – Education and Information Technologies, 2025
Virtual reality (VR) has gained prominence and a growing prevalence. However, parental attitudes toward using VR for educational purposes (i.e., educational VR (EVR)) are under-researched. This study investigates parents' perceptions and experiences regarding the use of EVR, focussing on mathematics learning. Using the technology acceptance model…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Parent Attitudes
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Abbate, Stefano; Centobelli, Piera; Cerchione, Roberto; Oropallo, Eugenio; Riccio, Emanuela – Knowledge Management & E-Learning, 2023
The term "metaverse" first appeared in Neal Stephenson's 1992 science fiction novel Snow Crash. It was defined as a virtual environment shared through the Internet in which avatars represent people in three dimensions, and users can build what they wish. Since the publication of Stephenson's novel, technological advances have enabled the…
Descriptors: Technology Uses in Education, Computer Simulation, Bibliometrics, Literature Reviews
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Anil, Özgür; Batdi, Veli – Education and Information Technologies, 2023
The present research is an examination of Augmented Reality (AR) applications in Science Education using the Multi-complementary Approach (McA). This incorporates multiple analyses: i) Pre-complementary: meta-analysis and meta-thematic analysis, ii) Post-complementary: an experimental design with a pre- and post-test control group and iii)…
Descriptors: Computer Simulation, Science Education, Educational Technology, Physics
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Zhai, Xue-Song; Chu, Xiao-Yan; Chen, Min; Shen, Jun; Lou, Feng-Lang – IEEE Transactions on Learning Technologies, 2023
Education equity has become a critical sustainable development goal worldwide, and it has aroused significant concern among educators. While virtual teaching communities have emerged as an approach to minimizing educational inequity through resource sharing and information exchange, the achievement of deep collaboration among individuals remains…
Descriptors: Computer Simulation, Educational Technology, Web Based Instruction, Equal Education
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Sofia Seinfeld; Filippo Gabriele Prattico; Chiara De Giorgi; Fabrizio Lamberti – IEEE Transactions on Learning Technologies, 2024
Swapping visual perspective in virtual reality (VR) provides a unique means for embodying different virtual bodies and for self-distancing. Moreover, this technology is a powerful tool for experiential learning and for simulating realistic scenarios, with broad potential in the training of soft skills. However, there is scarce knowledge on how…
Descriptors: Computer Simulation, Self Evaluation (Individuals), Employment Interviews, Training
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Aslihan Istanbullu; Murat Topal; Sabri Sekan Tan – Turkish Online Journal of Educational Technology - TOJET, 2024
Metaverse is a technology which allow users to "experience" a digital universe and includes several components like augmented and virtual reality. Researchers who wish to research the field may not know where to start or the key features of the field. Thus, the present study aims to discuss the general and social, conceptual, and…
Descriptors: Computer Simulation, Bibliometrics, Journal Articles, Periodicals
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Yuchen Cheng; Loukia Bololia – Journal of Autism and Developmental Disorders, 2024
Today, the global prevalence of autism is high and continues to increase dramatically. Effective support and interventions are therefore warranted. Augmented reality (AR), one of the recent modalities of immersive technology, is gaining traction in autism interventions. However, there is currently a lack of reviews on the use of AR in children…
Descriptors: Computer Simulation, Interpersonal Competence, Children, Autism Spectrum Disorders
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Sebastian Gil Parga; Umang Singh; Jairo Gutierrez; Stefan Marks – Interactive Learning Environments, 2024
There is a growing interest in using Augmented Reality technologies in education due to common perceived advantages like its accessibility and the increase in academical performance and motivation it promotes. Yet, most research done does not offer a deeper analysis of how AR technologies are used to reach different educational goals or the…
Descriptors: Computer Simulation, Instructional Design, Technology Uses in Education, Educational Research
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Shahla Asadi; Jordan Allison; Madhu Khurana; Mehrbakhsh Nilashi – Education and Information Technologies, 2024
Simulation-based learning (SBL) offers an extensive variety of chances to practice complex computer and networking skills in higher education and to implement diverse kinds of platforms to facilitate effective learning. Utilizing visualization and computer network simulation tools in teaching computer networking courses has been found to be useful…
Descriptors: Computer Simulation, Student Attitudes, Teaching Methods, Skill Development
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Evangelia Zontou; Stavros Kaminaris; Maria Rangoussi – European Journal of Engineering Education, 2024
Among the numerous fields permeated by Virtual Reality (VR), this review focuses on education and specifically, engineering education. VR allows engineering students to safely and cost-efficiently experience realistic yet simulated environments otherwise inaccessible, costly and/or dangerous. The feelings of presence and immersion generated by VR…
Descriptors: Literature Reviews, Computer Simulation, Engineering Education, Technology Uses in Education
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Nadine Bisswang; Dimitri Petrik; Erich Heumüller; Sebastian Richter – Electronic Journal of e-Learning, 2024
Virtual reality has emerged as an influential technology in the educational landscape, offering learners and teachers immersive and interactive experiences that enhance traditional teaching methods. However, despite the increasing importance of virtual reality in education, a systematic description and classification of virtual reality use cases…
Descriptors: Computer Simulation, Technology Uses in Education, Taxonomy, Classification
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Nathan Williams – Journal of Experiential Education, 2024
Background: Despite access to nature-based recreation, many college students do not take advantage of these experiences to improve their mental and physical health. Virtual reality experiences provide a potential pathway to motivate this population to recreate outdoors, but research is needed to determine whether virtual recreation can lead to…
Descriptors: College Students, Student Motivation, Computer Simulation, Physical Environment
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Riyan Hidayat; Yousef Wardat – Education and Information Technologies, 2024
Augmented Reality has found extensive use as an interactive technology in various learning and educational environments. However, a previous systematic review (SR) lacked a framework to identify the various types of augmented reality utilized, the types of technology employed, and the types of augmented parameters involved. The primary objective…
Descriptors: Computer Simulation, Educational Technology, STEM Education, Teaching Methods
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