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Melese Astatke; Cathy Weng; Abebayehu Yohannes; Matere M. Isaac; Wei-Kai Liou – Educational Technology Research and Development, 2024
This quasi-experimental study examined the influences of an Immersive Virtual Reality (IVR) adoption in the classroom and compared learning achievement, motivation, and perception between two versions of the learning approaches (IVR-based STREAM learning and Desktop Virtual Reality (DVR)-based STREAM learning). Twenty middle school students in the…
Descriptors: Middle School Students, Computer Simulation, Augmentative and Alternative Communication, Workstations
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Makransky, Guido; Lilleholt, Lau – Educational Technology Research and Development, 2018
Virtual reality (VR) is projected to play an important role in education by increasing student engagement and motivation. However, little is known about the impact and utility of immersive VR for administering e-learning tools, or the underlying mechanisms that impact learners' emotional processes while learning. This paper explores whether…
Descriptors: Computer Simulation, Computer Uses in Education, Psychological Patterns, Emotional Response
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Makransky, Guido; Mayer, Richard; Nøremølle, Anne; Cordoba, Ainara Lopez; Wandall, Jakob; Bonde, Mads – Educational Technology Research and Development, 2020
There is great potential in making assessment and learning complementary. In this study, we investigated the feasibility of developing a desktop virtual reality (VR) laboratory simulation on the topic of genetics, with integrated assessment using multiple choice questions based on item response theory (IRT) and feedback based on the cognitive…
Descriptors: Student Evaluation, Feedback (Response), Computer Simulation, Computer Uses in Education
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Toth, Eva Erdosne – Educational Technology Research and Development, 2016
Developing effective pedagogies to help students examine anomalous data is critical for the education of the next generation of scientists and engineers. By definition anomalous data do not concur with prior knowledge, theories and expectations. Such data are the common outcome of empirical investigation in hands-on laboratories (HOLs). These…
Descriptors: Data Analysis, Computer Simulation, Laboratories, Blended Learning
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Coffey, Amy Jo; Kamhawi, Rasha; Fishwick, Paul; Henderson, Julie – Educational Technology Research and Development, 2017
Relatively few studies have empirically tested computer-based immersive virtual environments' efficacy in teaching or enhancing pro-social attitudes, such as intercultural sensitivity. This channel study experiment was conducted (N = 159) to compare what effects, if any, an immersive 3D virtual environment would have upon subjects' intercultural…
Descriptors: Computer Simulation, Simulated Environment, Computer Uses in Education, Instructional Effectiveness
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Harley, Jason M.; Poitras, Eric G.; Jarrell, Amanda; Duffy, Melissa C.; Lajoie, Susanne P. – Educational Technology Research and Development, 2016
Research on the effectiveness of augmented reality (AR) on learning exists, but there is a paucity of empirical work that explores the role that positive emotions play in supporting learning in such settings. To address this gap, this study compared undergraduate students' emotions and learning outcomes during a guided historical tour using mobile…
Descriptors: Comparative Analysis, Computer Simulation, Electronic Learning, Outcomes of Education
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Klopfer, Eric; Squire, Kurt – Educational Technology Research and Development, 2008
The form factors of handheld computers make them increasingly popular among K-12 educators. Although some compelling examples of educational software for handhelds exist, we believe that the potential of this platform are just being discovered. This paper reviews innovative applications for mobile computing for both education and entertainment…
Descriptors: Elementary Secondary Education, Computer Uses in Education, Computer Software, Educational Technology