Publication Date
| In 2026 | 0 |
| Since 2025 | 2 |
| Since 2022 (last 5 years) | 3 |
| Since 2017 (last 10 years) | 5 |
| Since 2007 (last 20 years) | 38 |
Descriptor
Source
Author
| Archambault, Leanna M. | 1 |
| Ashby, Samantha E. | 1 |
| Beaubois, Terry | 1 |
| Belghith, K. | 1 |
| Borge, Javier | 1 |
| Burgos, Daniel | 1 |
| Cepeda, Nicholas J. | 1 |
| Chen, F. Frank | 1 |
| Cheung, Wing Sum | 1 |
| Childs, Mark | 1 |
| Cleland, Deborah | 1 |
| More ▼ | |
Publication Type
Education Level
| Postsecondary Education | 38 |
| Higher Education | 36 |
| Adult Education | 5 |
| Elementary Secondary Education | 4 |
| Elementary Education | 1 |
| Grade 4 | 1 |
| Grade 5 | 1 |
| Grade 6 | 1 |
| Intermediate Grades | 1 |
| Middle Schools | 1 |
| Secondary Education | 1 |
| More ▼ | |
Audience
Location
| United Kingdom | 6 |
| Australia | 4 |
| Canada | 3 |
| Texas | 2 |
| Virginia | 2 |
| California | 1 |
| Ecuador | 1 |
| Greece | 1 |
| Japan | 1 |
| Kansas | 1 |
| Malaysia | 1 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Diego F. Angel-Urdinola; Marjorie Chinen – World Bank, 2025
This study evaluates the impact of incorporating mixed reality--including both augmented and virtual reality--into auto-mechanics training for students enrolled in selected public technical technological institutes in Ecuador. The intervention aims to enhance students' understanding of automotive mechanics by teaching the fundamental principles of…
Descriptors: Foreign Countries, Developing Nations, Career and Technical Education, Auto Mechanics
Juan Xiong; JianLin Wen; Xu Han; Wei Cui; GuangShu Pei; Zi Tao – SAGE Open, 2025
In recent years, immersive technology has become increasingly popular in educational settings. Its immersive characteristics enhance learning achievement, boost motivation, promote skills, and foster students' creativity. This meta-analysis synthesizes 19 researches published between 2012 and 2023 that examined the influence of immersive…
Descriptors: Literature Reviews, Meta Analysis, Computer Simulation, Simulated Environment
Demetrios G. Sampson, Editor; Dirk Ifenthaler, Editor; Pedro Isaías, Editor – International Association for Development of the Information Society, 2024
These proceedings contain the papers of the 21st International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2024), held in Zagreb, Croatia, from 26 to 28 October 2024 and organized by the International Association for Development of the Information Society (IADIS). The CELDA conference aims to address the main issues…
Descriptors: Cognitive Processes, Cognitive Psychology, Computer Uses in Education, Technology Uses in Education
Sasaki, Rhonni; Goff, Wendy; Dowsett, Andre; Parossien, David; Matthies, Justin; Di Iorio, Celia; Montey, Shannon; Rowe, Samuel; Puddy, Gemma – Journal of Technology and Teacher Education, 2020
The recent Covid-19 pandemic has dramatically disrupted schooling around the world. Social distancing requirements have resulted in many countries closing physical school buildings or remaining open but delivering a hybrid model of off-site and on-site teaching and learning. This poses a variety of challenges for Initial Teacher Education (ITE)…
Descriptors: Preservice Teacher Education, Computer Simulation, Computer Uses in Education, Simulated Environment
Savin-Baden, M.; Falconer, L. – Interactive Learning Environments, 2016
Virtual worlds are relatively recent developments, and so it is tempting to believe that they need to be understood through newly developed theories and philosophies. However, humans have long thought about the nature of reality and what it means to be "real." This paper examines the three persistent philosophical concepts of Metaxis,…
Descriptors: Case Studies, Correlation, Questionnaires, Simulated Environment
Martín Gutiérrez, Jorge; Meneses Fernández, María Dolores – Digital Education Review, 2014
This paper explores educational and professional uses of augmented learning environment concerned with issues of training and entertainment. We analyze the state-of-art research of some scenarios based on augmented reality. Some examples for the purpose of education and simulation are described. These applications show that augmented reality can…
Descriptors: Computer Simulation, Simulated Environment, Educational Environment, Higher Education
Álvarez-Rúa, Carmen; Borge, Javier – Journal of Chemical Education, 2016
Thermodynamic processes are complex phenomena that can be understood as a set of successive stages. When treating processes, classical thermodynamics (and most particularly, the Gibbsian formulation, predominantly used in chemistry) only pays attention to initial and final states. However, reintroducing the notion of process is absolutely…
Descriptors: Undergraduate Study, Science Education, Chemistry, Thermodynamics
Corbi, Alberto; Burgos, Daniel – Electronic Journal of e-Learning, 2017
This paper presents how virtual containers enhance the implementation of STEAM (science, technology, engineering, arts, and math) subjects as Open Educational Resources (OER). The publication initially summarizes the limitations of delivering open rich learning contents and corresponding assignments to students in college level STEAM areas. The…
Descriptors: STEM Education, Art Education, Resource Units, Computer Uses in Education
Beaubois, Terry – American Journal of Distance Education, 2013
John Lester is currently the chief learning officer at ReactionGrid, a software company developing 3-D simulations and multiuser virtual world platforms. Lester's background includes working with Linden Lab on Second Life's education activities and neuroscience research. His primary focus is on collaborative learning and instructional…
Descriptors: Educational Technology, Computer Simulation, Simulated Environment, Computer Uses in Education
Mavridis, Apostolos; Tsiatsos, Thrasyvoulos; Terzidou, Theodouli – International Journal of Game-Based Learning, 2016
This paper focuses on methodologies of serious games deployment and evaluation. Particularly, this study will present a specific category of serious games that are based on Collaborative Virtual Environments and they aim to support Collaborative Learning. We call these serious games Collaborative Virtual Educational Games (CVEG). The paper aims to…
Descriptors: Virtual Classrooms, Instructional Design, Cooperative Learning, Educational Games
Mark, Christine Libby – ProQuest LLC, 2014
"Second Life," a 3D online immersive virtual environment, emerged in 2003 and was predicted to become the predominant online course delivery platform by 2013. Educational institutions initially rushed to create a presence in the "Second Life;" however, after 2009 those same institutions were disappointed by their experiences…
Descriptors: Computer Simulation, Social Systems, Internet, Simulated Environment
Sana, Faria; Weston, Tina; Cepeda, Nicholas J. – Computers & Education, 2013
Laptops are commonplace in university classrooms. In light of cognitive psychology theory on costs associated with multitasking, we examined the effects of in-class laptop use on student learning in a simulated classroom. We found that participants who multitasked on a laptop during a lecture scored lower on a test compared to those who did not…
Descriptors: Laptop Computers, Cognitive Psychology, Lecture Method, Educational Experiments
Snodgrass, Suzanne J.; Ashby, Samantha E.; Rivett, Darren A.; Russell, Trevor – Australasian Journal of Educational Technology, 2014
Assessment of practical clinical skills is essential in the health fields. Objective Structured Clinical Exams (OSCEs), where examiners assess students performing clinical procedures on simulated patients (actors), are central to the evaluation of practical skills. However, traditional OSCEs require considerable time-investment to administer, and…
Descriptors: Clinical Experience, Medical Education, Medical Students, Physical Therapy
Harley, Jason M.; Poitras, Eric G.; Jarrell, Amanda; Duffy, Melissa C.; Lajoie, Susanne P. – Educational Technology Research and Development, 2016
Research on the effectiveness of augmented reality (AR) on learning exists, but there is a paucity of empirical work that explores the role that positive emotions play in supporting learning in such settings. To address this gap, this study compared undergraduate students' emotions and learning outcomes during a guided historical tour using mobile…
Descriptors: Comparative Analysis, Computer Simulation, Electronic Learning, Outcomes of Education
Hai-Jew, Shalin – EDUCAUSE Quarterly, 2011
This article showcases a virtual interactive participatory design activity for building a digital entomology lab. Conceptualized as a virtual complement to a general entomology course at Kansas State University, the lab would allow learners to explore morphological aspects of insects--their various forms and functions--in order to understand…
Descriptors: Instructional Design, Entomology, Lighting, Science Instruction

Peer reviewed
Direct link
