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Cheng-Hung Wang – Education and Information Technologies, 2025
In the post-COVID-19 era, information education with highly interactive teaching methods has become increasingly common. In particular, the metaverse and virtual reality (VR) technology can be used in novel learning methods to leverage the intuitiveness, immersivity, and interactivity of VR. For example, students could use VR to simulate…
Descriptors: Computer Simulation, Instructional Materials, Natural Sciences, Elementary Secondary Education
Pellas, Nikolaos; Dengel, Andreas; Christopoulos, Athanasios – IEEE Transactions on Learning Technologies, 2020
Although virtual reality (VR) simulation training has gained prominence, review studies to inform instructors and educators on the use of this technology in science, technology, engineering, and mathematics (STEM) are still scarce. This article presents various VR-supported instructional design practices in K-12 (primary and secondary) and higher…
Descriptors: STEM Education, Computer Simulation, Computer Uses in Education, Elementary Secondary Education
Punar Özçelik, Nermin; Yangin Eksi, Gonca; Baturay, Meltem Huri – Participatory Educational Research, 2022
With the changing and developing technology, numerous new systems that cannot be given up and have a great impact are becoming a part of our lives. Augmented reality (AR) is one of these systems which can be claimed as magic. AR has been gaining considerable interest in the field of education, and language learning since Pokémon Go, the most…
Descriptors: Computer Simulation, Educational Technology, Computer Uses in Education, Second Language Instruction
Statti, Aubrey; Villegas, Sonimar – Peabody Journal of Education, 2020
This article presents a literature review of mobile learning (m-learning) in the K-12 classroom and explores the impact of tablets in primary education. Additionally, it shows the impact of mobile learning on K-12 online learning as well as the need for professional development of educators utilizing mobile technologies. Further, the article…
Descriptors: Electronic Learning, Elementary Secondary Education, Literature Reviews, Educational Trends
Isaias, Pedro, Ed.; Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed. – Cognition and Exploratory Learning in the Digital Age, 2020
This volume provides a comprehensive and contemporary depiction of the swift evolution of learning technologies and the innovations that derive from their deployment in school education. It comprises cases studies, research focused on emergent technologies and experiments with existing tools in a wide range of scenarios. The studies included in…
Descriptors: Educational Technology, Educational Innovation, Computer Uses in Education, STEM Education
Holder, Ashley; Bethea-Hampton, Terrie – Association Supporting Computer Users in Education, 2018
The purpose of this collaborative project is to incorporate Open Educational Resources (OER) and Virtual Reality (VR) into college courses to promote student engagement and flexible learning opportunities. This project will assist teachers in the K-12 and higher education environment to better identify lesson strategies for the implementation of…
Descriptors: Shared Resources and Services, Educational Technology, Computer Uses in Education, Computer Simulation
Smetana, Lara Kathleen; Bell, Randy L. – International Journal of Science Education, 2012
Researchers have explored the effectiveness of computer simulations for supporting science teaching and learning during the past four decades. The purpose of this paper is to provide a comprehensive, critical review of the literature on the impact of computer simulations on science teaching and learning, with the goal of summarizing what is…
Descriptors: Educational Technology, Teaching Methods, Best Practices, Science Instruction
Han, Hsiao-Cheng – Art Education, 2011
3-D animated virtual worlds are no longer only for gaming. With the advance of technology, animated virtual worlds not only are found on every computer, but also connect users with the internet. Today, virtual worlds are created not only by companies, but also through the collaboration of users. Online 3-D animated virtual worlds provide a new…
Descriptors: Art Education, Computer Simulation, Internet, Distance Education
Project Tomorrow, 2016
The Speak Up National Research Project annually polls K-12 students, parents and educators about the role of technology for learning in and out of school. For the past thirteen years, Project Tomorrow's® annual Speak Up Research Project has provided schools and districts nationwide and throughout the globe with new insights into how today's…
Descriptors: Computer Uses in Education, Video Technology, Computer Games, Animation
Rajendran, G. – Journal of Computer Assisted Learning, 2013
Individuals with autism spectrum disorders supposedly have an affinity with information and communication technology (ICT), making it an ideally suited media for this population. Virtual environments (VEs)--both two-dimensional and immersive--represent a particular kind of ICT that might be of special benefit. Specifically, this paper discusses…
Descriptors: Autism, Pervasive Developmental Disorders, Theory of Mind, Executive Function
Gillett, Jason – Journal of Educational Multimedia and Hypermedia, 2011
The purpose of my action research is to create meaningful virtual field trips that give students many of the same benefits as actual field trips. Since educational budget cuts are preventing students from participating in real field trips there needs to be an alternative way to deliver that content. I hope to demonstrate how I am improving my…
Descriptors: Field Trips, Action Research, Experiential Learning, Computer Simulation
Johnson, L.; Adams Becker, S.; Cummins, M.; Estrada, V. – New Media Consortium, 2014
This report is a collaborative research effort between the New Media Consortium (NMC), Concordia International School Shanghai, and NIST International School in Bangkok, Thailand, to help inform international school leaders in Asia about significant developments in technologies supporting teaching, learning, and creative inquiry in primary and…
Descriptors: Foreign Countries, International Schools, Technology Uses in Education, Elementary Secondary Education
Fitzsimons, Sabrina – Ethnography and Education, 2013
This article provides an account of my experience of immersion as a third-level teacher into the three-dimensional multi-user virtual world Second Life for research purposes. An ethnographic methodology was employed. Three stages in this journey are identified: separation, transition and transformation. In presenting this journey of immersion, it…
Descriptors: Ethnography, Computer Simulation, Virtual Classrooms, Educational Research
Johnson, L.; Adams Becker, S.; Estrada, V.; Martín, S. – New Media Consortium, 2013
The "Technology Outlook for STEM+ Education 2013-2018: An NMC Horizon Project Sector Analysis" reflects a collaborative research effort between the New Media Consortium (NMC), the Centro Superior para la Enseñanza Virtual (CSEV), the Departamento de Ingeniería Eléctrica, Electrónica y de Control at the Universidad Nacional de Educación a…
Descriptors: Technology Uses in Education, Computer Uses in Education, Adoption (Ideas), Technological Advancement
Sheridan, Kimberly M. – Mind, Brain, and Education, 2011
The Studio Thinking Framework (STF) focuses on habits of mind taught through studio arts rather than disciplinary content or media-specific techniques. It is well suited to integrate studies of arts learning and teaching in a range of contexts, and it provides a framework for understanding how visual arts participation is dramatically changing…
Descriptors: Visual Arts, Art Education, Studio Art, Internet