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Hsiu-Ling Chen; Abebayehu Yohannes; Ning-Li Hung – British Journal of Educational Technology, 2025
The escape room game is an example of digital game-based learning that has become a popular learning tool in recent years. However, not enough is known about enthusiasm for and promising reports of the use of escape rooms in education. The purpose of this study was to investigate the effects of escape room game-based civics education on eighth…
Descriptors: Game Based Learning, Computer Games, Computer Simulation, Video Games
Carl Boel; Tijs Rotsaert; Martin Valcke; Tammy Schellens – Journal of Computer Assisted Learning, 2025
Background: As immersive virtual reality (IVR) is increasingly being used by teachers worldwide, it becomes pressing to investigate how this technology can foster learning processes. Several authors have pointed to this need, as results on the effectiveness of IVR for learning are still inconclusive. Objectives: To address this gap, we first…
Descriptors: Artificial Intelligence, Computer Simulation, Learning Strategies, Middle School Students
Mirna Zk; Mailzar Mailizar; Elizar Elizar – International Journal of Research in Education and Science, 2025
This study examined the improvement of mathematical problem-solving skills and learning motivation among students taught using the Project-Based Learning (PjBL) model assisted by Augmented Reality (AR). It also investigated the interaction between the learning model and students' ability levels to enhance these skills and motivation. A…
Descriptors: Computer Simulation, Problem Solving, Mathematics Skills, Learning Motivation
Ruo-Yu Li; Jerry Chih-Yuan Sun – Interactive Learning Environments, 2024
Due to the features of immersive learning and without the restrictions of time and place, virtual reality (VR) is commonly used in learning areas. For investigating functional design in the VR learning environment, previous literature proposed a series of theoretical models and strategies without considering the key factors for their development.…
Descriptors: Instructional Design, Computer Simulation, Expertise, Attitudes
Faruk Arici; Rabia Meryem Yilmaz – Journal of Computer Assisted Learning, 2025
Background: Inquiry-based learning (IbL) has significantly contributed to science education, and this impact can be enhanced with technology. Augmented Reality (AR) offers 3D visualisation and interactive experiences, whereas Video-based Learning (VbL) provides narratives with visual and audio support. Both methods aid students in exploring,…
Descriptors: Simulated Environment, Computer Simulation, Video Technology, Inquiry
Zeynep Bahar Ersen; Yasemin Alp – Malaysian Online Journal of Educational Technology, 2024
The goal of the study is to examine a comprehensive review of research involving augmented reality (AR) in mathematics teaching during the previous 10 years. For this purpose, the research was conducted using a systematic review technique. It synthesized a set of 60 articles from 2012 to 2021. Two researchers used content analysis to analyze the…
Descriptors: Literature Reviews, Computer Simulation, Mathematics Instruction, Educational Technology
Xinyue Li – International Journal for Technology in Mathematics Education, 2023
Digital learning resources are commonly employed to support learning in out-of-class contexts, either as a complement to the learning in formal classrooms or as an alternative that can be used by learners to pursue personal learning goals. This study identified a significant gap in the literature concerning children's use of digital technology to…
Descriptors: Secondary School Students, After School Programs, STEM Education, Educational Technology
Bunari; Isjoni; Asyrul Fikri; Yuliska – Journal of Education and Learning (EduLearn), 2025
This research aims to investigate the impact of using augmented reality (AR) at Muara Takus Temple as a source of history learning for students' historical understanding. Experimental research methods were involved in this research. 88 secondary school students were used as samples. They were split into two groups, the experimental group and the…
Descriptors: Foreign Countries, Secondary School Students, Place Based Education, History Instruction
Ciloglu, Tahsin; Ustun, Ahmet Berk – Journal of Science Education and Technology, 2023
The purpose of this study is to enhance online biology learning with mobile augmented reality (AR) applications and to assess the impact of mobile AR applications on students' motivation, self-efficacy, and attitudes toward biology learning. Students were interviewed, and the usefulness of mobile AR applications was evaluated using a…
Descriptors: High School Students, Secondary School Science, Science Education, Biology
Jose Belda-Medina – Contemporary Educational Technology, 2025
This study investigates the impact of augmented reality (AR) on vocabulary and content learning, as well as attitudes, in a content and language integrated learning (CLIL) setting. The research, based on convenience sampling, involved 162 secondary education students from three schools, divided into an experimental group (EG) and a control group…
Descriptors: Content and Language Integrated Learning, Simulated Environment, Vocabulary Development, Language Acquisition
Panagiota Chatzidaki; Urban Eriksson; Sarah Zoechling; Sascha Schmeling; Tobias Fredlund – Physical Review Physics Education Research, 2025
Following the global COVID-19 pandemic, digital learning environments have gained in importance in education all around the world. A new digital learning format called a "Digital Learning Module" (DLM) was developed within the Physics Education Research (PER) group at CERN, consisting of a series of prerecorded explanatory and experiment…
Descriptors: Physics, Science Instruction, Scientific Research, Educational Research
Christopoulos, Athanasios; Pellas, Nikolaos; Bin Qushem, Umar; Laakso, Mikko-Jussi – British Journal of Educational Technology, 2023
The promise of using immersive technologies in learning has increasingly been attracting researchers' and practitioners' attention. However, relevant empirical works are usually conducted in fully controlled Virtual Reality (VR) laboratories, as opposed to conventional settings. This quasi-experimental study compares the effectiveness of video…
Descriptors: Video Technology, Computer Simulation, Technology Uses in Education, Supplementary Education
Castro, Kathleen Mahra da Silva Alcântara; Amado, Talita Ferreira; Bidau, Claudio Juan; Martinez, Pablo Ariel – Journal of Biological Education, 2022
Natural history museums (NHM) are important for students' learning and motivation. However, the lack or scarcity of NHMs in countries with emerging markets may hamper the learning process. Virtual 3D models represent an important tool to counterbalance the lack of access of students to NHMs. Our study aims to understand if the use of 3D models may…
Descriptors: Museums, Science Education, Science Instruction, Teaching Methods
Iqbal A. Rizki; Nadi Suprapto; Hanandita V. Saphira; Yusril Alfarizy; Riski Ramadani; Aulia Dwi Saputri; Dewi Suryani – Journal of Pedagogical Research, 2024
Low levels of critical thinking skills and learning motivation, particularly in physics learning, pose significant challenges that must be promptly addressed to ensure students' future success. To tackle this issue, the present study endeavors to develop a Cooperative Model, Digital Game, and Augmented Reality (CAP)-based learning, which is both…
Descriptors: Foreign Countries, High School Students, Physics, Game Based Learning
Thomas Keller; Elke Brucker-Kley; Philip Schwammel – Discover Education, 2024
More and more children and adolescents in Switzerland show serious deficits in their German language skills. In order to specifically promote the language skills of students with a non-German first language, special lessons in German as a second language (GasL) are therefore offered in addition to the regular lessons. The aim of this case study is…
Descriptors: Case Studies, German, Second Language Learning, Second Language Instruction

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