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Khaleel Asyraaf Mat Sanusi; Deniz Iren; Nardie Fanchamps; Mai Geisen; Roland Klemke – Educational Technology Research and Development, 2025
Psychomotor skill training has traditionally relied on the physical presence of both teacher and learner for effective demonstrations and feedback, posing challenges for remote and self-directed learning. Technological advancements have given rise to immersive learning environments (ILEs), offering novel solutions for interactive and multimodal…
Descriptors: Psychomotor Skills, Skill Development, Computer Simulation, Electronic Learning
Teemu H. Laine; Woohyun Lee – IEEE Transactions on Learning Technologies, 2024
The metaverse is a network of interoperable and persistent 3-D virtual worlds where users can coexist and interact through mechanisms, such as gamification, nonfungible tokens, and cryptocurrencies. Although the metaverse is a theoretical construct today, many collaborative virtual reality (CVR) applications have emerged as potential components of…
Descriptors: Computer Simulation, Simulated Environment, College Students, Student Attitudes
Rustam Shadiev; Xun Wang; Shusheng Shen – Education and Information Technologies, 2025
In an increasingly globalized world, developing intercultural competence in higher education is highly valued. While there has been a shift towards remote intercultural learning methods, these approaches often lack authentic and immersive experiences. To address this gap, the present study uses spherical video-based virtual reality (SVVR) to…
Descriptors: Foreign Countries, Higher Education, Computer Simulation, Simulated Environment
Librilianti Kurnia Yuki; Novi Anoegrajekti; Ninuk Lustyantie; Khairul Hafezad Abdullah – Journal of Education and Learning (EduLearn), 2025
The dynamic relationship between e-learning, culture, and tradition has become a compelling field of study due to the ongoing transformation of educational milieus through technology-driven learning. This study aims to identify and analyse patterns in research publications, active institutions, the impact of citations, and keywords on the…
Descriptors: Bibliometrics, Electronic Learning, Cultural Background, Cultural Influences
Jina Kang; Xinhao Xu; Lili Yan – Education and Information Technologies, 2025
Computer-supported collaborative learning (CSCL) environments have been developed to connect learners, whether geographically apart or together, to accomplish shared tasks collaboratively and interactively. Despite the extensive adoption of immersive technologies such as virtual or augmented reality in various educational contexts, the current…
Descriptors: Literature Reviews, Technology Uses in Education, Educational Technology, Cooperative Learning
Risna Arifiani; Irwanto Irwanto – Journal of Educators Online, 2024
Due to the difficulty of chemical compounds to visualize, augmented reality (AR) integrated with mobile learning has been developed as an alternative media for studying chemistry. This study aims to analyze the use of AR-integrated mobile learning in chemistry education from a bibliometric perspective in the last decade. A total of 225 articles…
Descriptors: Technology Uses in Education, Physical Environment, Computer Simulation, Simulated Environment
Nadav Aridan; Michal Bernstein-Eliav; Dana Gamzo; Maya Schmeidler; Niv Tik; Ido Tavor – Anatomical Sciences Education, 2024
Anatomy studies are an essential part of medical training. The study of neuroanatomy in particular presents students with a unique challenge of three-dimensional spatial understanding. Virtual Reality (VR) has been suggested to address this challenge, yet the majority of previous reports have implemented computer-generated or imaging-based models…
Descriptors: Anatomy, Neurology, Electronic Learning, Computer Simulation
Iqbal A. Rizki; Nadi Suprapto; Hanandita V. Saphira; Yusril Alfarizy; Riski Ramadani; Aulia Dwi Saputri; Dewi Suryani – Journal of Pedagogical Research, 2024
Low levels of critical thinking skills and learning motivation, particularly in physics learning, pose significant challenges that must be promptly addressed to ensure students' future success. To tackle this issue, the present study endeavors to develop a Cooperative Model, Digital Game, and Augmented Reality (CAP)-based learning, which is both…
Descriptors: Foreign Countries, High School Students, Physics, Game Based Learning
Richard LaFosse – ProQuest LLC, 2024
This study employs legal research methods to explore how federal protections for individuals with disabilities apply in the context of postsecondary extended reality (XR) learning, such as for classes taught in virtual reality. Other examples include the use of 360 degree, interactive videos in online courses and activities that leverage digital,…
Descriptors: Disability Discrimination, Civil Rights Legislation, Federal Legislation, Students with Disabilities
Gonzalo Alfonso Beltrán Alvarado; Adriana Patricia Huertas Bustos – Electronic Journal of e-Learning, 2024
The main objective of this study was the design and validation of a mobile learning environment (ML) based on Augmented Reality (AR) visualization with the purpose of developing skilled trades in the field of carpentry in indigenous populations. A pedagogical model focused on lifelong learning was used, in order to promote the acquisition of…
Descriptors: Indigenous Populations, Physical Environment, Simulated Environment, Synthesis
George Koutromanos; Anastasios T. Mikropoulos; Dimitrios Mavridis; Christos Christogiannis – Education and Information Technologies, 2024
This study examines the factors that affect pre-service and in-service teachers' intention to use Mobile Augmented Reality (MAR) in their teaching through the proposed Mobile Augmented Reality Acceptance Model (MARAM). The MARAM builds on the existing Technology Acceptance Model (TAM) to incorporate four other components namely perceived relative…
Descriptors: Preservice Teachers, Physical Environment, Simulated Environment, Synthesis