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Kübra Yigit Tekel; Yavuz Yaman – International Journal of Contemporary Educational Research, 2023
This research aims to examine the views of gifted secondary school students about the metaverse and their risk perceptions toward the digital environment. In this context, the study group, consisting of 55 gifted students, was determined through purposive sampling. A survey was used to collect participants' views on the metaverse, and the…
Descriptors: Computer Simulation, Technology Uses in Education, Academically Gifted, Secondary School Students
William P. McCarthy; David Kirsh; Judith E. Fan – Cognitive Science, 2023
The ability to reason about how things were made is a pervasive aspect of how humans make sense of physical objects. Such reasoning is useful for a range of everyday tasks, from assembling a piece of furniture to making a sandwich and knitting a sweater. What enables people to reason in this way even about novel objects, and how do people draw…
Descriptors: Abstract Reasoning, Scientific Concepts, Manipulative Materials, Task Analysis
Hsin Huang; Gwo-Jen Hwang; Shao-Chen Chang – Interactive Learning Environments, 2023
Facilitating decision making in authentic contexts is an important educational objective of professional training. To enable learners to have more opportunities to practice in authentic contexts under the guidance of instructors, the flipped learning mode of shifting the lectures to be the pre-class activity with the presentation of digital media…
Descriptors: Decision Making, Flipped Classroom, Video Technology, Computer Simulation
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
Linpeng Li; Chao Song; Yi Ma; Yi Zou – Journal of Biological Education, 2023
Animal models are widely used in laboratory practicals in biomedical disciplines. However, experiments involving animal work are usually time-and-labor consuming. It is also costly to run an animal lab and the animal caring/holding request special training. Here we present a laboratory course design that provides students with wet lab experience…
Descriptors: Undergraduate Students, Animals, Models, Science Laboratories
Jin, Yang; Tiejun, Zhu – Education and Information Technologies, 2023
Metaverse is a digital world created by human beings according to the physical world. Its deep integration of virtual and real features has created a new opportunity for the innovative development of game teaching in art design courses in colleges and universities under the epidemic situation. In the field of art design, the investigation and…
Descriptors: Computer Simulation, Video Games, Art Education, Design
Turan, Zeynep; Karabey, Sinem Cilligol – Education and Information Technologies, 2023
This study aims to conduct a systematic review that includes studies on the use of immersive technologies in distance education. For this purpose, 132 studies detected by searching Web of Science, Eric, Taylor & Francis and Education Full Text (EBSCO) databases were examined. The studies were analysed using the content analysis method. As a…
Descriptors: Computer Simulation, Technology Uses in Education, Distance Education, Literature Reviews
Marzieh Ebrahimi; Dillon Simmons; J. Spencer Clark – Journal of Interactive Learning Research, 2023
The transformative potential of Virtual and Augmented Reality applications has sparked significant interest in educational contexts based on the exciting types of real-world learning experiences they can afford students to develop complex skills (Suryodiningrat et al., 2023). As an extension of Project LEAPES (a grant initiative aiming to promote…
Descriptors: Elementary Secondary Education, Learning Experience, Computer Simulation, Technology Uses in Education
Tertiary Educators' Awareness of and Readiness to Use Virtual Reality (VR) in Remote Online Learning
Wan Jumani Fauzi; Noor Raha Mohd Radzuan; Aisyah Khaleeda Rosli; Ezihaslinda Ngah; Awanis Romli; Roslinda Abd Wab; Wan Aslynn Salwani Wan Ahmad – International Society for Technology, Education, and Science, 2023
COVID-19 pandemic has transformed the conventional education landscape to online remote learning. However, this transition has brought about certain challenges such as low levels of student engagement and motivation, which raises the question of whether students are actually learning. Using Virtual Reality (VR) in teaching and learning (T&L)…
Descriptors: College Faculty, Knowledge Level, Readiness, Computer Simulation
Karl W. Kosko; Temitope Egbedeyi; Enrico Gandolfi – North American Chapter of the International Group for the Psychology of Mathematics Education, 2023
There is emerging evidence that professional noticing is embodied. Yet, there is still a need to better under embodied noticing at a fundamental level, especially from the preservice teachers. This study used traditional and holographic video, along with eye-tracking technology, to examine how preservice teachers' physical act of looking interacts…
Descriptors: Preservice Teachers, Attention, Eye Movements, Thinking Skills
Candace Walkington; Mitchell J. Nathan; Wen Huang; Jonathan Hunnicutt; Julianna Washington – Grantee Submission, 2023
The emergence of immersive digital technologies, such as shared Augmented Reality (shAR), Virtual Reality (VR) and Motion Capture (MC) offers promising new opportunities to advance our understanding of human cognition and design innovative technology-enhanced learning experiences. Theoretical frameworks for embodied and extended cognition can…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Motion
Anna Maria Arias; Brendan E. Callahan; Michael Dias; Karen Kuhel – Journal of Science Teacher Education, 2024
New reforms and the Next Generation Science Standards call for three-dimensional learning through the integration of the crosscutting concepts (CCCs) with the science and engineering practices (SEPs) and disciplinary core ideas (DCIs). However, teachers face challenges in knowing how and why to incorporate the CCCs in their planning and teaching,…
Descriptors: Lesson Plans, Elementary School Teachers, Science Teachers, Science Education
Hayoung Jeon; Yumi Jun; Teemu H. Laine; Eunha Kim – Education and Information Technologies, 2024
Empathy is an essential human skill that can be divided into two types: (1) cognitive empathy, which is the capacity of understanding others' thoughts and emotions; and (2) affective empathy, which is the capacity to feel others' emotional states. Many educational contents exist for both types, and immersive virtual reality (VR) has been shown to…
Descriptors: Computer Simulation, Technology Uses in Education, Game Based Learning, Computer Games
Learning Experience Design of Verbal Prompts in Virtual Reality-Based Training for Autistic Children
Jewoong Moon – Research in Learning Technology, 2024
This study aimed to explore the design and development of verbal prompts in virtual reality (VR)-based social skills training for autistic children. Autism indicates a category with neurodiversity that influences individuals' capability to engage in social and cognitive tasks. This complex neurodevelopmental condition manifests in a wide array of…
Descriptors: Learning Experience, Verbal Communication, Computer Simulation, Technology Integration
Gustavo Martins Nunes Avellar; Maria Lydia Fioravanti; William Simao de Deus; Kalinka Regina Lucas Jaquie Castelo Branco; Ellen Francine Barbosa – Education and Information Technologies, 2024
High-resolution displays on mobile devices, accurate motion sensors, and efficient mobile processors have taken virtual reality (VR), essentially employed in laboratory, to everyday environments, including homes, workplaces, and classrooms. Regarding programming education, it has been investigated in conjunction with various educational…
Descriptors: Computer Oriented Programs, Elementary Secondary Education, Programming, Concept Formation

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