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Jieun Lim; Minhye Lee – Education and Information Technologies, 2024
Avatar use has been proposed as a method to address students' social anxiety and hesitancy to interact with other people in synchronous online environments. Nonetheless, there is a dearth of research examining the effects of avatar-based interactions on students' emotions and motivation. A quasi-experimental research was conducted to examine the…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Program Effectiveness
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Danhua Zhou – Interactive Learning Environments, 2024
Online scientific argumentation activities have significant value for students' cognitive ability. The purpose of this study was to solve the issues of online scientific argumentation. Firstly, the influences of online scientific argumentation were classified into "Learn to Argue" and "Argue to Learn" abilities. And then the…
Descriptors: Meta Analysis, Instructional Design, Instructional Effectiveness, Electronic Learning
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Omaymah E. AlSuwaihe – Contemporary Educational Technology, 2024
Background: Augmented reality is among the emerging technologies that hold greater potential in the context of foreign language learning. No research has been done to date to investigate pre-service teachers' competencies in augmented reality and their association with quality of teaching English and technological and pedagogical content knowledge…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Computer Simulation
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Caroline Archambault; Geerte Verduijn – Journal of Experiential Education, 2024
Background: University teachers in various fields have turned to the experiential tool of poverty simulations to help prepare students to work effectively and ethically with people living in poverty. Their efficacy is reportedly mixed. While several studies claim positive results on student knowledge, skills, and attitudes, others highlight risks…
Descriptors: Foreign Countries, Undergraduate Students, College Faculty, Poverty
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Tobias Wiemer; Marius Rothe – Design and Technology Education, 2024
The use of Augmented Reality (AR) is a relatively new but significant trend in the educational landscape, including in technology education. The aim of this article is to discuss different perspectives on AR applications and describe the similarities, possibilities, and differences between them. Initial research in the field of technology…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
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Bin Shen; Zhijie Wang; Xiaowen Zhong; Michael Yi-Chao Jiang; Morris Siu-Yung Jong – Asia-Pacific Education Researcher, 2024
Although research into the educational benefits of Spherical Video-based Virtual Reality (SVVR) has gained popularity in traditional face-to-face English-as-a-Foreign-Language (EFL) class, little is known about whether this immersive, interactive, and imaginative teaching-assisted technology could facilitate learning in online EFL settings in the…
Descriptors: Learner Engagement, Electronic Learning, English (Second Language), Second Language Learning
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Meng-Lin Liao; Chi-Chuan Yeh; June-Horng Lue; Ming-Fong Chang – Anatomical Sciences Education, 2024
It can be difficult for some students to learn three-dimensional anatomical structure concepts. While virtual reality (VR) systems have been reported as helpful for learning, there has been scarce research on either VR teaching strategies or the influence of visually induced motion sickness (VIMS) in the context of large anatomy classes (i.e.,…
Descriptors: Medical Education, Teaching Methods, Anatomy, Computer Simulation
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Shao-Ting Alan Hung; Wan-Ju Chen; Shu-Yun Chien – Interactive Learning Environments, 2024
English speaking has been seen as a challenge for many English as a foreign language (EFL) learners, since they have limited chances to practice English-speaking skills. Therefore, it is essential to provide learners with adequate English-speaking contexts. To address this issue, this study integrated virtual reality (VR) into English speaking…
Descriptors: English (Second Language), Business Communication, Computer Simulation, Speech Skills
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Martonia Gaskill; Paul Dye – Journal of Interactive Learning Research, 2024
The pursuit of improved patient outcomes through the evolution in medical education is ongoing. Traditional, didactic learning methods are still utilized as a primary modality throughout medical learning (Newman & Lattouf, 2020). To address deficits in understanding and retention of learning material, experiential learning methods are…
Descriptors: Computer Simulation, Online Courses, Blended Learning, Educational Technology
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Poonsri Vate-U-Lan; Desmond Cahill – Cogent Education, 2024
This quasi-experimental research investigated the efficacy of applying the Society 5.0 concept to establish game-based learning on Metaverse Space for undergraduates in an international program in Bangkok, Thailand. The study was conducted in a Thai public university's international college with a population of six classes of junior university…
Descriptors: Foreign Countries, Academic Achievement, Game Based Learning, Multiple Choice Tests
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Sevda Koç-Akran – International Journal of Contemporary Educational Research, 2024
The main purpose of this research is to determine the effect of the REACT strategy in augmented reality applications on the problem-solving skills of teacher candidates. A parallel mixed method, which converges from mixed research designs, was used in the research. The study group of the research consists of 50 teacher candidates studying at the…
Descriptors: Foreign Countries, Preservice Teachers, Teacher Education, Physical Environment
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Leong Y. Jonathan; Ma Nang Laik – European Journal of Education (EJED), 2024
The importance of skills has been expounded repeatedly as a crucial factor to thrive in the workplace, as opposed to mere knowledge of content. It is important to be able to adapt to new situations; this is especially true in today's world, where volatility, uncertainty, complexity, and ambiguity (VUCA) are prevalent. To better prepare…
Descriptors: Experiential Learning, Learning Theories, English (Second Language), Second Language Learning
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Qing Yu; Bao-min Li; Qi-yun Wang – Interactive Learning Environments, 2024
In recent years, 3D holographic technology (3DHT) has attracted more and more attention from the field of education, bringing new opportunities to reform the delivery of instruction and learning. Whether the application of 3D holographic technology can effectively improve student learning performance has become a pendent issue. In this study, a…
Descriptors: Visual Aids, Technology, Learning Processes, Meta Analysis
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Jane Batamuliza; Gonzague Habinshuti; Jean Baptiste Nkurunziza – Journal of Technology and Science Education, 2024
This current study presents the effects of interactive computer simulations on students' performance and concept retention in the unit of chemical reactions. Purposive sampling was used to select four schools with a sample population of 320. The Achievement test on chemical reactions was developed, validated, and checked for reliability. The…
Descriptors: Chemistry, Science Instruction, Teaching Methods, Comparative Analysis
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Moore, Kara N.; Provenzano, Andrew C.; Lampinen, James Michael – Applied Cognitive Psychology, 2018
Prospective person memory refers to the task of being on the lookout for a missing or wanted person. In both laboratory and field-based tasks, prospective person memory performance has been poor. In the current study, we examined two factors that could be manipulated in the real world to increase successful recovery of missing or wanted persons:…
Descriptors: Memory, Expectation, Computer Simulation, Context Effect
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