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Leilei Liang; Tongshuang Yuan; Kai Liu; Chengbin Zheng; Junsong Fei; Songli Mei – Youth & Society, 2025
The purpose of this study was to validate a proposed theoretical model of adolescent internet gaming disorders from a reality-virtual perspective. A questionnaire survey was conducted using random stratified cluster sampling on 3,058 middle school students with internet gaming experience, drawn from four middle schools in a province in northern…
Descriptors: Early Adolescents, Middle School Students, Self Concept, Computer Simulation
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Jewoong Moon; Fengfeng Ke – Journal of Autism and Developmental Disorders, 2024
The purpose of this single-case experimental design (SCED) study is to investigate how adaptive prompts in virtual reality (VR)-based social skills training affect the social skills performance of autistic children. Adaptive prompts are driven by autistic children's emotional states. To integrate adaptive prompts in VR-based training, we conducted…
Descriptors: Computer Simulation, Interpersonal Competence, Autism Spectrum Disorders, Early Adolescents
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Fears, Nicholas E.; Templin, Tylan N.; Sherrod, Gabriela M.; Bugnariu, Nicoleta L.; Patterson, Rita M.; Miller, Haylie L. – Journal of Autism and Developmental Disorders, 2023
Autistic children have differences in their movements which impact their functional performance. Virtual-reality enables researchers to study movement in safe, engaging environments. We used motion-capture to measure how 7-13-year-old autistic and neurotypical children make whole-body movements in a virtual-reality task. Although children in both…
Descriptors: Autism Spectrum Disorders, Children, Early Adolescents, Human Body
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Laura J. Lambe; Wendy M. Craig – International Journal of Bullying Prevention, 2023
Witnessing peer victimization is an emotionally salient event, particularly for youth. Given that emotions influence how youth respond to social situations, the emotional experiences of bystanders may influence how they respond to peer victimization. In particular, different defending behaviors may be motivated by different emotional processes…
Descriptors: Audiences, Bullying, Peer Relationship, Emotional Response
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Emrah Gulboy; Hicran Denizli-Gulboy – Journal of Special Education, 2025
Augmented reality (AR) provides students with visual, auditory, and concrete learning understandings that facilitate their understanding of abstract concepts, leading to positive experiences in the learning process. Positive experiences increase students' motivation and interest in learning. This study examined the effects of using AR technology…
Descriptors: Computer Simulation, Technology Uses in Education, Science Education, Scientific Concepts
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
Kurtca, Veli Emre; Gezgin, Deniz Mertkan – Online Submission, 2023
Pedestrian skills are important for children with intellectual disabilities to continue their daily lives independently. The aim of this study is to determine the effectiveness of virtual reality in the acquisition and maintenance of pedestrian skills for children with intellectual disabilities. In addition, the effect of virtual reality on…
Descriptors: Intellectual Disability, Students with Disabilities, Computer Simulation, Skill Development
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Ke, Fengfeng; Moon, Jewoong; Sokolikj, Zlatko – Journal of Special Education Technology, 2022
In this study, the researchers explored the usage of a virtual reality (VR)-based social skills learning environment for children with autism spectrum disorder (ASD). Using OpenSimulator, the researchers constructed a desktop VR-based learning environment that supports social-oriented role-play, gaming, and design by children with ASD. Seven 10-14…
Descriptors: Computer Simulation, Autism, Pervasive Developmental Disorders, Social Development
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Zainuddin, Norziha Megat Mohd; Maarop, Nurazean; Wan Hassan, Wan Azlan – Asian Journal of University Education, 2022
Satisfaction is an important usability attribute in developing a courseware which involves end users. Measuring satisfaction among hearing-impaired students is different than measuring it among common students because they learn using sign language and have different learning styles. An educational courseware for hearing-impaired students is…
Descriptors: Student Satisfaction, Courseware, Students with Disabilities, Hearing Impairments
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Tai, Tzu-Yu; Chen, Howard Hao-Jan; Todd, Graeme – Computer Assisted Language Learning, 2022
VR technology allows learners to access simulated, immersive and interactive virtual environments to perform authentic learning activities. In particular, VR has emerged as a valuable tool for L2 learning. However, VR research has tended to pay more attention to desktop-based VR than to VR via mobile-rendered HMDs, leaving the potentials of VR…
Descriptors: Computer Simulation, Educational Technology, English (Second Language), Second Language Learning
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Wang, Xianhui; Xing, Wanli – Journal of Educational Computing Research, 2022
This study explored youth with Autism Spectrum Disorder (ASD) learning social competence in the context of innovative 3D virtual learning environment and the effects of gaming as a central element of the learning experience. The empirical study retrospectively compared the social interactions of 11 adolescents with ASD in game-and nongame-based 3D…
Descriptors: Autism, Pervasive Developmental Disorders, Interpersonal Competence, Social Development
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Chong, Sin Wang, Ed.; Reinders, Hayo, Ed. – New Language Learning and Teaching Environments, 2023
This edited book documents practices of learning-oriented language assessment through practitioner research and research syntheses. Learning-oriented language assessment refers to language assessment strategies that capitalise on learner differences and their relationships with the learning environments. In other words, learners are placed at the…
Descriptors: Foreign Countries, Language Tests, Evaluation Methods, Student Centered Learning