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Showing 1 to 15 of 117 results Save | Export
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Jiu Yong; Jianguo Wei; Yangping Wang; Jianwu Dang; Xiaomei Lei; Wenhuan Lu – IEEE Transactions on Learning Technologies, 2023
Extended reality (XR) is a general term for virtual reality (VR), augmented reality (AR), and mixed reality (MR). By converting abstract digital expressions into intelligent feedback through figures, one can effectively compensate for the poor performance of traditional learning in deep cognitive processing and operational skills training.…
Descriptors: Computer Simulation, Cognitive Processes, Undergraduate Students, Majors (Students)
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Cynthia Y. Delgado; Richard E. Mayer – Journal of Educational Computing Research, 2025
This study examined whether answering focused explanative questions during pauses in an immersive virtual reality (IVR) lesson on pipetting procedures could enhance learning. The goal was to take a generative learning activity, known to be effective for declarative knowledge with conventional media, to the context of procedural knowledge with…
Descriptors: Computer Simulation, Computer Uses in Education, Laboratory Procedures, Learning Activities
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Robin Junker; Jennifer Janeczko; Alena Lehmkuhl; Verena Zucker; Manfred Holodynski; Nicola Meschede – Education and Information Technologies, 2025
The adoption of virtual learning environments (VLEs) in education has grown significantly due to their potential to enhance learning. Effective learning in VLEs depends on managing cognitive load and sustaining motivation, particularly for complex tasks like developing teachers' professional vision -- the ability to notice and interpret classroom…
Descriptors: Models, Prompting, Electronic Learning, Computer Simulation
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Ling Wu; Shuxin Wang – Education and Information Technologies, 2025
Contemporary technological advancements offer new possibilities for enhancing user creativity. We aimed to explore how technology can boost student creativity to meet the twenty-first century's demand for innovative talent. Based on the 4P model of creativity (person, process, product, and press) and constructivist theory, a virtual reality (VR)…
Descriptors: Computer Simulation, Brain, Biofeedback, Creativity
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Idit Adler; Liat Liberman; Ilana Dubovi – Journal of Computer Assisted Learning, 2025
Background: This study investigates the effect of immersion levels in virtual reality (VR) learning environments on the acquisition of declarative and procedural knowledge. Prior research indicates that immersion affects cognitive load, but its impact on declarative and procedural knowledge outcomes remains unclear. This study utilises a…
Descriptors: Computer Simulation, Cognitive Processes, Difficulty Level, Outcomes of Education
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Liu Liu; Yue Chen; Yubin Cao; Lei Yang; Yiyan Yang; Yantong Li; Dingming Huang; Ling Ye; Qinghua Zheng – Anatomical Sciences Education, 2025
Anatomy forms the foundation for the training and execution of routine surgical procedures. However, a gap persists in effectively bridging anatomical knowledge with the confident performance of procedures. Virtual simulation (VS) techniques, based on experiential and situated learning theory, hold promise in addressing this challenge.…
Descriptors: Anatomy, Surgery, Medical Education, Computer Simulation
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Ghanis Putra Widhanarto; Zamzami Zainuddin; Titi Prihatin; Sunawan Sunawan; Amirul Mukminin; Seftia Kusumawardani; Mulawarman Mulawarman – Information and Learning Sciences, 2025
Purpose: This study aims to examine the effectiveness of Web-based interactive (WBI) presentations in reducing students' cognitive load and increasing their situational interest in learning. Traditionally, many learning practices fail to optimize students' cognitive resources by presenting irrelevant content and activities. However, practical…
Descriptors: Internet, Web Based Instruction, Gamification, Cognitive Processes
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Song, Yanjie; Cao, Jiaxin; Wu, Kaiyi; Yu, Philip Leung Ho; Lee, John Chi-Kin – IEEE Transactions on Learning Technologies, 2023
Despite the metaverse having been increasingly designed, developed, and applied to education, critical issues regarding the lack of truly immersive learning environments, custom tools, clear instructional design, and inconvenience of using the platform, and ethics and privacy concerns exist. This study aimed to design and develop a 3-D metaverse…
Descriptors: Computer Simulation, Computer Uses in Education, Cognitive Processes, Assistive Technology
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Cavalcante-Pimentel, Fernando-Silvio; Morais-Marques, Margarida; Barbosa-de-Sales-Junior, Valdick – Comunicar: Media Education Research Journal, 2022
The relationship between digital games and the mobilization of cognitive and metacognitive learning strategies deserves attention and needs research that contributes to the understanding of how these strategies can favor the teaching and learning processes. This study describes how university students over 18 years of age mobilize cognitive and…
Descriptors: Learning Strategies, Computer Games, College Students, Metacognition
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Miwa, Kazuhisa; Yamakawa, Mayu; Kojima, Kazuaki – International Association for Development of the Information Society, 2022
This paper examines the possibilities and limitations of introducing simulated experiments in the psychology domain by practicing a course with graduate students in psychology, in which simulated experiments were conducted in place of real human experiments. The class-learning object was the dual-storage model of human memory. The simulation…
Descriptors: Computer Simulation, Graduate Students, Psychology, Foreign Countries
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Jing Chen; Nur Azlina Mohamed Mokmin; Qi Shen; Hanjun Su – Education and Information Technologies, 2025
The History of Design course is a foundational component for art and design students; however, many students perceive it as abstract and unengaging, mainly due to its highly conceptual nature and traditional lecture-based teaching methods. To address these challenges, this study investigates the impact of AI-generated virtual instructors and a…
Descriptors: Artificial Intelligence, Technology Uses in Education, Design, Computer Simulation
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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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Lin Zhong – Interactive Learning Environments, 2024
Being efficient learners is important in the modern workforce, but improved performance and cognitive load do not imply that students are efficient learners. This study investigated the effectiveness of a personalized role-playing game in students' learning efficiency (LE) and mental efficiency. Results showed that students in the personalized…
Descriptors: Role Playing, Game Based Learning, Program Effectiveness, Learning Processes
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Ajay Shankar Tiwari; Kaushal Kumar Bhagat – Australasian Journal of Educational Technology, 2024
This study examined the impact of augmented reality (AR) on engineering education, focusing on spatial visualisation skills and cognitive load in an engineering drawing course. The research is based on cognitive load theory and spatial visualisation frameworks. It compares three AR methods--marker-based (MBAR), markerless (MLAR) and Web-based…
Descriptors: Computer Simulation, Engineering Education, Drafting, Visualization
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Daniel Laumann; Paul Schlummer; Adrian Abazi; Rasmus Borkamp; Jonas Lauströer; Wolfram Pernice; Carsten Schuck; Reinhard Schulz-Schaeffer; Stefan Heusler – Journal of Science Education and Technology, 2024
For nearly two decades, augmented reality (AR) has found diverse applications in education, particularly in science education, where its efficacy has been supported by relevant theories and many empirical studies. However, previous studies have revealed the following research deficit: While AR technology appears to influence learning-related…
Descriptors: Computer Simulation, Physics, Science Laboratories, Science Experiments
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