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Agarsha Manoharan; Abiniah Sriskantharajah; H. M. K. K. M. B. Herath; L. G. P. K. Guruge; S. L. P. Yasakethu – Education and Information Technologies, 2025
MetaHuman technology's development and the Metaverse's growth have transformed virtual interactions and brought up new cybersecurity risks. This research provides cybersecurity awareness education tools for phishing attacks in the metaverse realm that use MetaHuman avatars, which turned out to be more dishonest than conventional phishing…
Descriptors: Information Security, Computer Security, Computer Simulation, Risk
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Noah Glaser; Zeinab Parishani; Amogh Chetankumar Joshi; Prasad Calyam – Technology, Knowledge and Learning, 2025
As Virtual Reality (VR) gains traction in education, its potential to support neurodivergent learners in cybersecurity training remains underexplored. This emerging technology report examines how VR can bridge the gap between STEM education and cybersecurity training for neurodivergent individuals, highlighting both its promise and the challenges…
Descriptors: Computer Simulation, Computer Uses in Education, Computer Science Education, Computer Security
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Rafael Herrero-Álvarez; Rafael Arnay; Eduardo Segredo; Gara Miranda; Coromoto Leon – IEEE Transactions on Learning Technologies, 2025
RoblockLLy is an educational robotics simulator designed for primary and secondary school students, whose goal is to increase their interest in science, technology, engineering, and mathematics. In the particular case of computer science, it allows developing computational thinking skills. It has been designed with ease of use in mind. This free…
Descriptors: Secondary School Students, STEM Education, Computer Science Education, Robotics
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Zuhan Liu; Lili Wang – Education and Information Technologies, 2025
With the continuous development of embodied cognition theory and virtual reality (VR) technology, its application in teaching has been paid more and more attention by researchers. However, there are still few practical studies on the combination of VR technology and embodied learning. Starting from literature research, the paper analyzes the…
Descriptors: Cognitive Processes, Computer Simulation, Human Body, Experiential Learning
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Ruta Pirta-Dreimane; Agne Brilingaite; Evita Roponena; Karen Parish; Janis Grabis; Ricardo Gregorio Lugo; Martinš Bonders – Technology, Knowledge and Learning, 2025
Incorporating gamification elements and innovative approaches in training programs are promising for addressing cybersecurity knowledge gaps. Cybersecurity education should combine hard and soft skill development when building the capacity to manage cyber incidents requiring timely communication, team collaboration, and self-efficacy in risk…
Descriptors: Computer Security, Computer Science Education, Educational Games, Gamification
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Türkan Karakus Yilmaz; Zafer Yilmaz; Ömer Arpacik – Journal of Educational Computing Research, 2025
This study compares museum-related knowledge, museum learning experiences and cognitive load based on task types presented via a mobile application during a museum virtual tour. The study involved three experiments, each examining the effects of different task types. In the first experiment, tasks varied by difficulty (easy vs. difficult), in the…
Descriptors: Cognitive Ability, Museums, Computer Simulation, Information Technology
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Kyungbin Kwon; Thomas A. Brush; Keunjae Kim; Minhwi Seo – Journal of Educational Computing Research, 2025
This study examined the effects of embodied learning experiences on students' understanding of computational thinking (CT) concepts and their ability to solve CT problems. In a mixed-reality learning environment, students mapped CT concepts, such as sequencing and loops, onto their bodily movements. These movements were later applied to robot…
Descriptors: Thinking Skills, Computer Science Education, Robotics, Programming
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Merve Aydin; Ünal Çakiroglu – Journal of Computer Assisted Learning, 2025
Background: Students experience higher-order thinking skills by finding ways to solve the problem, debugging errors while applying the solution, and testing the solution in programming. However, the inability to create schemas that will characterise programming structures is one of the difficulties during this process. Objectives: This study aimed…
Descriptors: Programming, Computer Science Education, Thinking Skills, Problem Solving
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Janice Mak; Yue Xin; Lin Yan; Kristina Kramarczuk; Francheska Figueroa; Brian Nelson; Ebony Terrell Shockley; Jeremy Bernier; Diane Jass Ketelhut – Journal of Technology and Teacher Education, 2025
Current efforts to prepare teachers for integrating computational thinking (CT) into disciplinary areas often do not ensure equitable CT experiences for students. This study examined teachers' CT integration by applying the Accessible Computational Thinking (ACT) Framework designed to align elementary science teachers' professional learning and…
Descriptors: Thinking Skills, Computer Science Education, Teaching Methods, Culturally Relevant Education
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Chengliang Wang; Xiaojiao Chen; Yifei Li; Pengju Wang; Haoming Wang; Yuanyuan Li – Journal of Educational Computing Research, 2025
This study explored the impact of MetaClassroom, a virtual immersive programming learning environment designed based on the three-dimensional learning progression (3DLP) concept, on students' multidimensional development. Utilizing a quasi-experimental research design, this study compared students' programming learning achievements (PLA),…
Descriptors: Programming, Computer Science Education, Metacognition, Computer Simulation
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Inmaculada Arnedillo Sánchez, Editor; Piet Kommers, Editor; Tomayess Issa, Editor; Pedro Isaías, Editor – International Association for Development of the Information Society, 2025
These proceedings contain the papers and posters of 21th International Conference on Mobile Learning (ML 2025) and 10th International Conference on Educational Technologies 2025 (ICEduTech 2025), organised by the International Association for Development of the Information Society in Madeira Island, during 1-3 March 2025.
Descriptors: Electronic Learning, Educational Technology, Blended Learning, Online Courses