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Robert Steinbauer – Journal of Management Education, 2024
We are in the midst of a technological revolution that has the potential to transform management education. The author proposes Virtual Reality (VR) as a pedagogical tool to teach students about workplace harassment. Specifically, this article describes the development and application of two open access VR simulations that are designed to increase…
Descriptors: Foreign Countries, College Students, Computer Simulation, Sexual Harassment
Ummihusna, Annisa; Zairul, Mohd – Journal of Applied Research in Higher Education, 2022
Purpose: This study intends to review the existing studies on the application of immersive learning technology (ILT) in architecture education field. A systematic literature review (SLR) was conducted on the characteristics and implementation of ILT, research purpose, approach and outcome of research. Design/methodology/approach: The PICO concept…
Descriptors: Educational Technology, Intervention, Architectural Education, Literature Reviews
Ramadhana A. B., Rakha; Chen, Hsiu-Ling – Education and Information Technologies, 2023
This article discusses the effect of using a commercial off-the-shelf immersive virtual reality game on engineering students' reaction time, hand-eye coordination, and spatial skills. Fifteen (15) college engineering students in Northern Taiwan were conveniently recruited in a single group. Participants were tasked to play the game for 30 min…
Descriptors: College Students, Foreign Countries, Engineering Education, Computer Simulation
Slósarz, Luba; Jurczyk-Romanowska, Ewa; Rosinczuk, Joanna; Kazimierska-Zajac, Magdalena – SAGE Open, 2022
In the educational context, virtual reality (VR) can be defined as a set of diverse hardware and software technologies that can be used to provide the experience of immersion in the learning process. This study aimed to investigate the connection between VR and emotions that can motivate students to be more active in the didactic process. A group…
Descriptors: Computer Simulation, Technology Uses in Education, Psychological Patterns, Teaching Methods
LeaAnne Daughrity; Candace Walkington; Max Sherard – Grantee Submission, 2025
This study investigates the use of GeoGebra, a Dynamic Geometry Software (DGS) for math learning in Virtual Reality (VR) using head-mounted displays. We conducted a study with n = 20 middle school students receiving a mathematics tutoring intervention over time in a VR environment. Using theories of embodied cognition and playful mathematics, this…
Descriptors: Mathematics Education, Computer Software, Educational Technology, Computer Simulation
Diego F. Angel-Urdinola; Marjorie Chinen – World Bank, 2025
This study evaluates the impact of incorporating mixed reality--including both augmented and virtual reality--into auto-mechanics training for students enrolled in selected public technical technological institutes in Ecuador. The intervention aims to enhance students' understanding of automotive mechanics by teaching the fundamental principles of…
Descriptors: Foreign Countries, Developing Nations, Career and Technical Education, Auto Mechanics
Wibowo, Firmanul Catur – Journal of Technology and Science Education, 2023
Augmented Reality (AR) based learning provides real experiences for educators and new strategies for presenting physics concepts but also provides opportunities for students to interact interactively, spontaneously, and interestingly. Previous research has shown that AR has many advantages in education, but only a few focus on Independent…
Descriptors: Computer Simulation, Physics, Science Instruction, 21st Century Skills
Wen Jia; Austin Pack; Yi Guan; Liping Zhang; Bin Zou – Computer Assisted Language Learning, 2025
Despite the growing interest in game-based learning (GBL) over the last two decades, the influence of Augmented Reality-based GBL on English vocabulary growth is still not well understood when compared with other forms of media, especially with regard to academic English vocabulary. This quasi-experimental study with 90 Chinese…
Descriptors: Game Based Learning, English for Academic Purposes, Second Language Learning, Second Language Instruction
Rachel F. Adler; Devorah Kletenik – Journal of Postsecondary Education and Disability, 2023
While more universities are including IT accessibility in their computer science programs for undergraduate and graduate students, there is little accessibility training available for K-12 teachers. We created an intervention through which postsecondary students had opportunities to experience five computer games with a simulated impairment…
Descriptors: Elementary Secondary Education, Postsecondary Education, Computer Science Education, College Students
Hoter, Elaine; Shapira, Noa – Intercultural Education, 2022
This paper examines an intervention using experiential learning and simulations in a virtual world that can promote social proximity, tolerance, and cooperation in diverse societies. The participants in the study were 125 Jewish and Arab students living in Israel. A mixed linear model for repeated measures analysis that included time of…
Descriptors: Computer Simulation, Intergroup Relations, Proximity, Interaction
King, Seth A.; Dzenga, Chaidamoyo; Burch, Taneal; Kennedy, Krystal – Journal of Behavioral Education, 2021
Virtual reality (VR) places individuals within a simulated experience using an array of visual, auditory, and tactile interfaces. Research suggests VR, which facilitates the rehearsal of actual job duties and performance assessment during training, may improve professional development across a range of disciplines. Although studies incorporating…
Descriptors: Computer Simulation, Training, Behavior Change, College Students
Scholtz, Frances; Hughes, Suzaan – Journal of Applied Research in Higher Education, 2021
Purpose: The purpose of this paper is to review published research to discern the trends in instructional practices and interventions that educators employ to augment simulation based learning in business education. Design/methodology/approach: Qualitative research was conducted using a systematic review of scholarly articles that satisfied…
Descriptors: Business Administration Education, Computer Simulation, Teaching Methods, Intervention
Wenxi Liu – ProQuest LLC, 2021
Background: Despite the known benefits of physical activity, the prevalence of physical inactivity and sedentary behavior are significant issues in public health. Young adults, such as college students, are a population at risk for decreased physical activity participation due to the newfound responsibility of balancing school, work, and personal…
Descriptors: Physical Activity Level, College Students, At Risk Persons, Computer Simulation
Rein, Benjamin A.; McNeil, Daniel W.; Hayes, Allison R.; Hawkins, T. Anne; Ng, H. Mei; Yura, Catherine A. – Journal of American College Health, 2018
Objective: Training programs exist that prepare college students, faculty, and staff to identify and support students potentially at risk for suicide. Kognito is an online program that trains users through simulated interactions with virtual humans. This study evaluated Kognito's effectiveness in preparing users to intervene with at-risk students.…
Descriptors: College Students, Program Evaluation, Suicide, Prevention
Jensen, Camilla Gyldendahl – Journal of Problem Based Learning in Higher Education, 2017
"Virtual reality" adds a new dimension to problem-based learning (PBL) environments in the architecture and building construction educations, where a realistic and lifelike presence in a building enables students to assess and discuss how the various solutions interact with each other. Combined with "Building Information…
Descriptors: Computer Simulation, Web 2.0 Technologies, Problem Based Learning, Teaching Methods
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