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Regina Kaplan-Rakowski; Tricia Thrasher – British Journal of Educational Technology, 2025
Virtual reality (VR) has been gaining prominence in education, with its interactive capabilities continually expanding. This quantitative study (N = 91) tested the educational effectiveness of high-immersion VR (HiVR) versus low-immersion VR (LiVR) and the impact of interactivity on vocabulary learning. The between-subjects portion of this study…
Descriptors: Computer Simulation, Technology Uses in Education, Instructional Effectiveness, Interaction
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Shahper Richter; Shohil Kishore; Inna Piven; Patrick Dodd; Guy Bate – British Journal of Educational Technology, 2025
This study investigates how anthropomorphic AI chatbot avatars, designed in line with the Stereotype Content Model (SCM) dimensions of warmth and competence, influence university students' perceptions of support for self-directed learning (SDL) activities. We examined student responses to two distinct avatars--one projecting warmth and the other…
Descriptors: Artificial Intelligence, Technology Uses in Education, Postsecondary Education, Computer Simulation
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Belle Dang; Luna Huynh; Faaiz Gul; Carolyn Rosé; Sanna Järvelä; Andy Nguyen – British Journal of Educational Technology, 2025
The rise of generative artificial intelligence (GAI), especially with multimodal large language models like GPT-4o, sparked transformative potential and challenges for learning and teaching. With potential as a cognitive offloading tool, GAI can enable learners to focus on higher-order thinking and creativity. Yet, this also raises questions about…
Descriptors: Man Machine Systems, Artificial Intelligence, Technology Uses in Education, Cooperative Learning
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Eileen McGivney – British Journal of Educational Technology, 2025
Agency, or the capacity to take intentional actions, is considered one of the primary affordances of virtual reality (VR) for learning. VR is expected to increase learners' agency because it allows for full-body interactivity from a first-person perspective, giving them novel ways of interacting with the digital environment. Yet, agency in…
Descriptors: Technology Uses in Education, Computer Simulation, Field Trips, Personal Autonomy
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Korozi, Maria; Leonidis, Asterios; Ntoa, Stavroula; Arampatzis, Dimitrios; Adami, Ilia; Antona, Margherita; Stephanidis, Constantine – British Journal of Educational Technology, 2018
This paper presents "Home game," a multimodal interactive educational game that supports training in independent living for children with cognitive disabilities. It is intended to be used under the supervision of educators in a rehabilitation center. The game features a variety of exercises that incorporate multimedia, virtual…
Descriptors: Educational Games, Independent Living, Intellectual Disability, Children
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Poitras, Eric G.; Harley, Jason M.; Liu, Yang S. – British Journal of Educational Technology, 2019
The purpose of this study is to experimentally manipulate discourse processes hypothesized to impact the emotions students experience when interacting with handheld augmented reality devices in informal learning settings. Research conducted in the field is often limited by practical constraints, requiring heavy investments in time and resources to…
Descriptors: Computer Simulation, Electronic Learning, Physical Activities, Tourism
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Nadolny, Larysa – British Journal of Educational Technology, 2017
The combination of print materials and augmented reality in education is increasingly accessible due to advances in mobile technologies. Using familiar paper-based activities overlaid with digital items, also known as interactive print, educators can create a custom learning experience for students. There is very little guidance on the design of…
Descriptors: Printed Materials, Computer Simulation, Interaction, Multimedia Materials
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Pejoska, Jana; Bauters, Merja; Purma, Jukka; Leinonen, Teemu – British Journal of Educational Technology, 2016
Our design proposal of social augmented reality (SoAR) grows from the observed difficulties of practical applications of augmented reality (AR) in workplace learning. In our research we investigated construction workers doing physical work in the field and analyzed the data using qualitative methods in various workshops. The challenges related to…
Descriptors: Construction Industry, Simulated Environment, Computer Simulation, Workplace Learning
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Wang, Xianhui; Xing, Wanli; Laffey, James M. – British Journal of Educational Technology, 2018
This study examines interaction patterns in a series of game activities for learning social skills by autistic youth in a 3D game-based collaborative virtual learning environment (CVLE). Researchers studying collaborative learning have indicated the importance of social interactions and social presence. However, few studies have examined the…
Descriptors: Autism, Interaction, Skill Development, Interpersonal Competence
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Liu, Chen-Chung; Liu, Kuo-Ping; Wang, Pi-Hui; Chen, Gwo-Dong; Su, Mu-Chun – British Journal of Educational Technology, 2012
Software avatars are increasingly applied to support children's collaborative storytelling because avatars may serve as a transparent shield or as embodied agents to facilitate creativity in children. However, when using avatars, it is not easy for children to practise and refine their speaking skills by narrating their stories to an audience. The…
Descriptors: Creativity, Interaction, Speech Skills, Elementary School Students