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Showing 1 to 15 of 37 results Save | Export
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Kifaya A Sabbah; Fayez Mahamid; Allam Mousa – Journal of Social Studies Education Research, 2025
This paper provides a new experiment based on augmented reality technology in the context of Palestinian higher education. The primary goal is to investigate the effectiveness of AR-based learning on motivation and reflective thinking as crucial indicators of student learning. The research is based on a combined quantitative-qualitative…
Descriptors: Foreign Countries, Computer Simulation, Technology Uses in Education, Higher Education
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Xiaoshan Huang; Andy Nguyen; Susanne P. Lajoie – European Journal of Psychology of Education, 2025
Socially shared regulated learning (SSRL) plays a crucial role in enhancing collaborative learning processes. This study explores the association between medical residents' team action, SSRL and heart rate changes using BioWorld, a technology-rich learning environment (TRE) designed to support medical practitioners' diagnostic reasoning skills as…
Descriptors: Graduate Medical Education, Metabolism, Clinical Diagnosis, Thinking Skills
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Ying-Lien Lin; Hann-Jang Huang; Wei-Tsong Wang – Journal of Computer Assisted Learning, 2025
Background: Goal orientations (GO) are influential achievement goals in predicting achievement motivation and effectiveness. However, few studies have paid specific attention to investigating the effects of GO on learning achievement in the area of business management education. Objectives: This study developed a business simulation game system…
Descriptors: Goal Orientation, Academic Achievement, Computer Simulation, Animation
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HanXi Li; Younghwan Pan – Education and Information Technologies, 2025
This study based on the Hedonic Motivation System Adoption Model (HMSAM), the Expectation Confirmation Model (ECM), and Task Technology Fit (TTF), explores the factors influencing users' continuance intention in gamified learning within metaversity. A total of 286 valid questionnaires were collected using random sampling. The data were analyzed…
Descriptors: Gamification, Technology Uses in Education, Student Motivation, Models
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Zheng Zhong; Xiaojie Zou; Shuaizhen Jin; Kunyan Li; Jingbin Huang – Education and Information Technologies, 2025
The effective implementation of Collaborative Inquiry-based Learning (CIL) activities hinges upon the learners receiving ample support and timely feedback. Without explicit guidance from educators within the interaction design, inquiry processes, and task steps, the efficacy of learning outcomes is challenging to ensure. Virtual teachers have the…
Descriptors: Cooperative Learning, Inquiry, Virtual Classrooms, Electronic Learning
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Yu-Ting Chen; Xin-Xiang Wang; Ming Li; Mutlu Cukurova; Morris Siu-Yung Jong – Education and Information Technologies, 2025
Augmented reality (AR) has been regarded as a useful tool in writing education, with the goal of enhancing students' learning. However, questions still exist about the consistency of student motivation and their writing performance when participating in educational activities driven by AR. This study focused on AR-based writing courses, employing…
Descriptors: Computer Simulation, Simulated Environment, Physical Environment, Synthesis
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Seuth Borliboune; Kongmengvang Chuechor; Thonglith Vilaysane; Souliya Keovilaysack – Malaysian Online Journal of Educational Sciences, 2025
This study investigates the influence of computer-based simulations on students' academic achievement and attitudes toward learning Direct Current (DC) circuits in physics. A quasi-experimental design was employed, involving 40 secondary school students divided into an experimental group (20 students) and a control group (20 students). The…
Descriptors: Computer Simulation, Physics, Electronic Equipment, Academic Achievement
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Shaorong Ji; Nur Azlina Mohamed Mokmin; Jiawei Wang – Education and Information Technologies, 2025
The traditional educational approaches in art classrooms have increasingly fallen short of addressing the needs of learners in an era marked by rapid technological advancements. Augmented reality (AR), as a leading representative of these emerging technologies, has recently been integrated into traditional educational methods, repeatedly…
Descriptors: Computer Simulation, Influence of Technology, Visual Aids, Communications
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Ayatulloh Michael Musyaffi; Mario Colega Oli; Mely Mentari; Bambang Afriadi – Journal of Education and Learning (EduLearn), 2025
Entrepreneurship education is growing because of innovative technologies such as artificial intelligence (AI)-based business simulation and gamification. However, there are different responses to gamification-based learning. This study aims to identify the factors that influence learning in gamified business simulation using the self-determination…
Descriptors: Gamification, Entrepreneurship, Business Education, Student Motivation
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Sangmin-Michelle Lee – Education and Information Technologies, 2025
Cultural understanding and awareness are crucial for English as a Foreign Language (EFL) learners, yet effective learning of the target culture often remains a challenge in traditional classrooms. Immersive virtual reality (iVR) introduces an innovative avenue for cultural learning by enabling learners to experience the target cultures in a more…
Descriptors: English (Second Language), Second Language Instruction, Computer Simulation, English Literature
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Chyanna Wee; Lillian Yee Kiaw Wang; Huey Fang Ong – ACM Transactions on Computing Education, 2025
This study presents the development of a student-centric framework for utilizing virtual reality (VR) technologies in education, specifically focusing on enhancing computational thinking skills. While numerous frameworks exist in this domain, they often lack consideration of student preferences, which are integral for fostering learner autonomy.…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Computation
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Roberta Di Palma; Simon Beausaert; Dominik Mahr; Jonas Heller; Tim Hilken – Journal of Computer Assisted Learning, 2025
Background: Despite the recognised potential of Virtual Reality (VR) in education, the role of VR in enhancing presentation skills remains uncertain. Mixed findings, coupled with low adoption rates in educational settings, highlight the need to investigate how current VR applications are designed to facilitate effective learning outcomes for…
Descriptors: Computer Simulation, Computer Uses in Education, Public Speaking, Communication Skills
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Fatih Özer; Irfan Simsek – International Electronic Journal of Elementary Education, 2025
This study was designed to examine how the science teaching process was conducted using Science Coaster, a virtual reality application developed for fourth-grade primary school students, and to identify the effects of this process on students' academic achievement, motivation, and experiences. The research was structured as a case study, and the…
Descriptors: Science Instruction, Computer Simulation, Grade 4, Elementary School Students
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Gökhan Uyanik – European Journal of Education, 2025
This study presents a bibliometric analysis of 1995 peer-reviewed articles on the use of technology in primary science education published in the Web of Science between 1974 and April 2025. It explores publication trends, citation structures, author collaborations, thematic patterns, and international networks. Results show an annual average of…
Descriptors: Science Education, Educational Technology, Technology Uses in Education, Citations (References)
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Katerina Nerantzaki; Polykarpos Meladianos – Journal of Interactive Learning Research, 2025
Virtual reality (VR) technology has greatly expanded its role in education. It provides immersive experiences that enhance learning across various disciplines. Understanding the role of emotions in technology-based learning environments is crucial for improving educational outcomes. This study aimed to explore how VR environments evoke university…
Descriptors: Computer Simulation, Technology Uses in Education, Emotional Response, Undergraduate Students
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