Publication Date
| In 2026 | 0 |
| Since 2025 | 1 |
| Since 2022 (last 5 years) | 3 |
| Since 2017 (last 10 years) | 3 |
Descriptor
Author
| Bohne, Thomas | 1 |
| Eger, Vera Maria | 1 |
| Ferrario, Andrea | 1 |
| Heine, Ina | 1 |
| Mueller, Felix | 1 |
| Newcombe, Nora S. | 1 |
| Ruibin Zhao | 1 |
| Schinazi, Victor R. | 1 |
| Weisberg, Steven M. | 1 |
| Yanling Zhang | 1 |
| Yuting Deng | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 3 |
| Reports - Research | 3 |
Education Level
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Yuting Deng; Yanling Zhang; Ruibin Zhao – Education and Information Technologies, 2025
Computer simulation technology and virtual reality technology have gained considerable attention in the field of education due to their potential to create various 3D interactive learning environments, typically including simulated learning environments and immersive learning environments. To gain a deeper understanding of students' learning…
Descriptors: Computer Uses in Education, Computer Simulation, Assistive Technology, Computer Peripherals
Weisberg, Steven M.; Schinazi, Victor R.; Ferrario, Andrea; Newcombe, Nora S. – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2023
Relying on shared tasks and stimuli to conduct research can enhance the replicability of findings and allow a community of researchers to collect large data sets across multiple experiments. This approach is particularly relevant for experiments in spatial navigation, which often require the development of unfamiliar large-scale virtual…
Descriptors: Programming, Error Patterns, Computer Simulation, Spatial Ability
Bohne, Thomas; Heine, Ina; Mueller, Felix; Zuercher, Paul-David Joshua; Eger, Vera Maria – IEEE Transactions on Learning Technologies, 2023
Gamification approaches to learning use game-inspired design elements to improve learning. Given manifold design options to implement gamification in virtual environments, an important but underexplored research area is how the composition of gamification elements affects learning. To advance research in this area, we systematically identified key…
Descriptors: Gamification, Game Based Learning, Educational Technology, Program Effectiveness

Peer reviewed
Direct link
