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Khaleel Asyraaf Mat Sanusi; Deniz Iren; Nardie Fanchamps; Mai Geisen; Roland Klemke – Educational Technology Research and Development, 2025
Psychomotor skill training has traditionally relied on the physical presence of both teacher and learner for effective demonstrations and feedback, posing challenges for remote and self-directed learning. Technological advancements have given rise to immersive learning environments (ILEs), offering novel solutions for interactive and multimodal…
Descriptors: Psychomotor Skills, Skill Development, Computer Simulation, Electronic Learning
Ali Geris; Nesrin Ă–zdener – Educational Technology Research and Development, 2024
Numerous studies have been carried out in recent years on the use of virtual reality (VR) technologies and environments in education. On the other hand, many researchers have drawn attention to the inadequacy of studies that deal with the education process in virtual reality environments from a broad perspective. In this research, the process of…
Descriptors: Computer Simulation, Educational Environment, Technology Uses in Education, Simulated Environment
Candace Walkington; Mitchell J. Nathan; Wen Huang; Jonathan Hunnicutt; Julianna Washington – Educational Technology Research and Development, 2024
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
Marianthi Grizioti – Educational Technology Research and Development, 2025
Recently scientists have underscored a significant mismatch between the latest theoretical Computational Thinking conceptualizations as an upcoming literacy that goes beyond computer science, and its operationalizations in current empirical research and designs, which are limited to coding-centred and domain-specific tools and approaches. To…
Descriptors: Computation, Thinking Skills, Coding, Play
Di, Xuan; Zheng, Xudong – Educational Technology Research and Development, 2022
With the rapid development of virtual technologies, there is a growing body of literature investigating the impact of virtual technologies on students' spatial ability. However, it remains unclear whether virtual technologies can effectively improve students' spatial ability. Therefore, this meta-analysis was conducted to synthesize the findings…
Descriptors: Spatial Ability, Effect Size, Individual Characteristics, Educational Technology
Yang, Xiaozhe; Lin, Lin; Cheng, Pei-Yu; Yang, Xue; Ren, Youqun; Huang, Yueh-Min – Educational Technology Research and Development, 2018
This study explores the effects of immersive VR on an individual's creativity and factors related to creativity including flow, attention and meditation (i.e., mental relaxation or stress). Sixty undergraduate students were invited to participate in an open-ended challenge to design a wearable technology functioning as a smart phone individually,…
Descriptors: Creativity, Computer Simulation, Stress Variables, Undergraduate Students
Hirumi, Atsusi; Johnson, Teresa; Reyes, Ramsamooj Javier; Lok, Benjamin; Johnsen, Kyle; Rivera-Gutierrez, Diego J.; Bogert, Kenneth; Kubovec, Stacey; Eakins, Michael; Kleinsmith, Andrea; Bellew, Michael; Cendan, Juan – Educational Technology Research and Development, 2016
In Part I of this two-part series, we examined the design and development of NERVE: A virtual patient simulation created to give medical students standardized experiences in interviewing, examining, and diagnosing virtual patients with cranial nerve disorders. We illustrated key design features and discussed how design-based research studies…
Descriptors: Computer Simulation, Patients, Design, Research
Ke, Fengfeng – Educational Technology Research and Development, 2016
Via a systematic review of the literature on learning games, this article presents a systematic discussion on the design of intrinsic integration of domain-specific learning in game mechanics and game world design. A total of 69 articles ultimately met the inclusion criteria and were coded for the literature synthesis. Exemplary learning games…
Descriptors: Literature Reviews, Educational Games, Design, Play
Paek, Seungoh; Hoffman, Daniel L.; Black, John B. – Educational Technology Research and Development, 2016
The purpose of this study was to examine if student understanding of new material could be promoted by manipulating the perceptual factors experienced at the time of learning. It was hypothesized that the thematic relevance of perceptual factors would be a significant contributor to learner understanding. To test this hypothesis, one hundred…
Descriptors: Elementary School Students, Grade 1, Grade 2, Multimedia Instruction

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