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Abeer Salim Ali Al Hosni; Rouhollah Khodabandelou; Mohammad Amerian – Journal of Research in Special Educational Needs, 2025
Technological advancements have introduced new educational methods that, when combined with appropriate pedagogical foundations, transform the landscape of education. This study investigates the knowledge, skills, attitudes and challenges faced by teachers of deaf students (DSTs) in integrating Augmented Reality (AR) technology into their teaching…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Knowledge Level
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Aranka Bijl; Sebastiaan de Klerk; Bernard P Veldkamp; Eva de Schipper; Saskia Wools – Journal of Educational Technology Systems, 2025
Workers in many vocations rely on a wide range of information to solve problems, including Dutch municipal enforcement officials (MEOs) who require this skill when planning surveillance routes. The present study focused on the development of a digital simulation game intended for assessing domain-specific information problem solving (IPS) in…
Descriptors: Foreign Countries, Career and Technical Education, Problem Solving, Computer Games
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Candace Walkington; Mitchell J. Nathan; Julianna Washington; Jonathan Hunnicutt; Taylor Darwin; LeaAnne Daughrity; Kelsey Schenck – Grantee Submission, 2025
Augmented Reality (AR) technologies allow for holograms to be layered over the real-world, "augmenting" human vision by adding technical information or illustrations onto 3D space. Although AR-based applications are showing positive effects in many systematic reviews and meta-analyses, well-designed, rigorous studies with strong control…
Descriptors: Geometry, Mathematics Education, Computer Simulation, Tablet Computers
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Candace Walkington; Julianna Washington; Jonathan Hunnicutt; Mitchell J. Nathan – Grantee Submission, 2025
Augmented reality (AR), where digital holograms are layered over the real world, is rapidly being applied to different educational domains, including mathematics education. However, little is known about how AR can be effectively designed for collaborative use. There are both practical and theory-based reasons to set up collaboration in AR in…
Descriptors: Mathematics Instruction, Problem Solving, Computer Simulation, Technology Uses in Education
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F. Jerry Reen; Owen Jump; Grace McEvoy; Brian P. McSharry; John Morgan; David Murphy; Niall O'Leary; Billy O'Mahony; Martina Scallan; Christine Walsh; Briony Supple – Journal of Biological Education, 2025
The development of accurate spatial conceptualisations of molecular biology structures, processes and interactions represents a critical learning outcome for a wide array of life sciences students. In this study, we investigated student learning through a bespoke virtual reality (VR) simulation focused on interactive assembly of an expression…
Descriptors: Computer Simulation, Technology Uses in Education, Science Education, Molecular Biology
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Rosidah; M. Miftach Fakhri; Muhammad Ammar Naufal; Muhammad Takwin Machmud; Della Fadhilatunisa; Fitria Arifiyanti; Soeharto Soeharto – Education and Information Technologies, 2025
Despite the increasing use of digital tools in education, limited research has explored their combined impact on both cognitive and affective learning outcomes in mathematics. This study aims to address this gap by investigating the effect of integrating GeoGebra technology through Augmented Reality (AR) and microgames on students' motivation,…
Descriptors: Mathematics Instruction, Technology Uses in Education, Computer Software, Computer Simulation
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Melese Astatke; Cathy Weng; Abebayehu Yohannes – Education and Information Technologies, 2025
With the growing availability of immersive technologies, such as Immersive Virtual Reality (IVR), students are now afforded greater opportunities to explore diverse educational domains, including Science, Technology, Religion, Engineering, Arts, and Mathematics (STREAM). However, there remains a paucity of research investigating the efficacy of…
Descriptors: Technology Uses in Education, STEM Education, Art Education, Creativity
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Haidee Jackson; Kara Rosenblatt – Journal of Computers in Mathematics and Science Teaching, 2025
Virtual reality learning objects are representative of promising immersive, interactive technologies that may have the potential to support increased accessibility to learning. Evaluating the experiences of educators' and students' in using these tools within the educational process is not only critical for ensuring that technology integration is…
Descriptors: STEM Education, Computer Simulation, Teaching Methods, Teacher Attitudes
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Yung-Chi Lin – International Journal of Science and Mathematics Education, 2025
This study investigated the effectiveness of an innovative virtual classroom simulation (CartoonClass), compared to traditional face-to-face role-play, as methods of teacher education. The study's participants were 62 pre-service teachers from two mathematics-teaching methods courses. The participants in one course were assigned to the virtual…
Descriptors: Virtual Classrooms, Computer Simulation, Role Playing, Mathematics Instruction
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María José Merchán; Pilar Merchán; Emiliano Pérez; Santiago Salamanca; Mario Corrales-Serrano – Interactive Technology and Smart Education, 2025
Purpose: This study aims to explore how virtual reality (VR) can enhance the teaching of history to trainee early childhood teachers, particularly by leveraging local cultural heritage. It evaluates the effectiveness of VR in developing historical understanding, technical usability and emotional engagement. Design/methodology/approach: A…
Descriptors: Computer Simulation, Technology Uses in Education, History Instruction, Early Childhood Teachers
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Franceschi, Roberta Barban; de Miguel Álvarez, Laura – Journal of Educational Technology and Online Learning, 2021
Virtual museums are the answer a digital society, a new cultural, social, and economic system and a tool for educational innovation and digital learning. This article aims to collate all relevant evidence in virtual cultural museums with a teaching approach and detect what is published using the following question "What is published about…
Descriptors: Museums, Computer Uses in Education, Educational Research, Internet
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Wen, Jing; Gheisari, Masoud; Jain, Sambhav; Zhang, Yuanxin; Minchin, R. Edward – Journal of Civil Engineering Education, 2021
Two-dimensional (2D) drawing is one of the most common communication approaches in the civil and construction engineering domain. However, there are limits to the traditional classroom setting for training in 2D drawing and interpretation skills. New visualization techniques exist for integrating the third dimension (depth) to 2D drawings,…
Descriptors: Computer Simulation, Engineering Education, Computer Graphics, Civil Engineering
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Dylan Paré – Science Education, 2026
As part of the special issue Centering Affect and Emotion Toward Justice and Dignity in Science Education, this paper analyzes participants' experiences playing an immersive virtual reality (VR) experience that explores gender and sexuality-based marginalization in STEM fields. The VR experience, designed and developed by the author and…
Descriptors: LGBTQ People, STEM Education, Computer Simulation, Social Bias
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Campos, Francisco M. – IEEE Transactions on Learning Technologies, 2023
Circuit simulation, together with practical sessions, is considered a fundamental tool to assist in the teaching of electronics. Robotics offers rich real-world applications that foster student interest in developing engineering projects. Despite the potential benefits of uniting these two realities, software tools that combine circuits and…
Descriptors: Electronic Equipment, Computer Simulation, Computer Software, Robotics
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Nsabayezu, Ezechiel; Iyamuremye, Aloys; Mukiza, Janvier; Mbonyiryivuze, Agnes; Gakuba, Emmanuel; Niyonzima, Francois Niyongabo; Nsengimana, Theophile – Education and Information Technologies, 2023
The current research strives for examining the power of utilizing computer-based simulations on students' academic performance and their perceptions of organic chemistry after using computer-based simulations during their learning of organic chemistry. The study adopted mixed-method research. A total of 72 students whose ages range from 16 to 18…
Descriptors: Foreign Countries, Computer Simulation, Organic Chemistry, Secondary School Students
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