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Joie N. Marhefka; Shirley Campbell; Amy Kuntz; Laura E. Cruz – Biomedical Engineering Education, 2024
In an effort to better engage biomedical engineering technology (BMET) students with material covered in lectures and to connect them with their future careers, we created interactive 360° videos in typical BMET workplaces. Students watched the videos using virtual reality (VR) headsets and reflected on the experience. Students commented that the…
Descriptors: Biomedicine, Engineering Education, Technology, College Students
Jessica M. Limbrick; Portia L. Johnson; Sheri L. Worthy; Diann C. Moorman; Leigh Anne Aaron – Journal of Human Sciences & Extension, 2024
Poverty is a pervasive issue impacting many areas of human sciences and Extension. Individuals living in the United States may have varying attitudes toward poverty. Research has shown that poverty simulations are effective in modifying attitudes toward poverty. The Community Action Poverty Simulation (CAPS) program is one such example that…
Descriptors: Poverty, Land Grant Universities, College Students, Computer Simulation
Sneed, John C.; Deringer, S. Anthony; Hanley, Adam – Journal of Experiential Education, 2021
Background: Immersive technologies may be an avenue to explore the construct of human--nature connection more thoroughly and without some of the obstacles to accessing nature in-person. Purpose: The aim of this project was to discover if self-exposure to immersive virtual nature can lead to any change in nature connectedness. Methodology/Approach:…
Descriptors: Environmental Education, Computer Simulation, College Students, Experiential Learning
Thompson, Meredith; Uz-Bilgin, Cigdem; Tutwiler, M. Shane; Anteneh, Melat; Meija, Josephine Camille; Wang, Annie; Tan, Philip; Eberhardt, Richard; Roy, Dan; Perry, Judy; Klopfer, Eric – Information and Learning Sciences, 2021
Purpose: This study isolates the effect of immersion on players' learning in a virtual reality (VR)-based game about cellular biology by comparing two versions of the game with the same level of interactivity and different levels of immersion. The authors identify immersion and additional interactivity as two key affordances of VR as a learning…
Descriptors: Computer Simulation, Game Based Learning, Interaction, Molecular Biology
Hua, Amy K.; Lakey, Pascale S. J.; Shiraiwa, Manabu – Journal of Chemical Education, 2022
This paper presents MATLAB user interfaces for two multiphase kinetic models: the kinetic double-layer model of aerosol surface chemistry and gas--particle interactions (K2-SURF) and the kinetic multilayer model of aerosol surface and bulk chemistry (KM-SUB). Each interface has simple and user-friendly features that allow undergraduate and…
Descriptors: Chemistry, Science Instruction, Computer Interfaces, Kinetics
Sundbom, Ayra Dabney – ProQuest LLC, 2022
This quasi-experimental research study 1) explored the effectiveness of implementing a Virtual Reality CPR simulation for improving knowledge and skills on the Basic Life Support exam and 2) explored the favorability of using a CPR VR simulation for recertification as measured through a self-efficacy survey instrument. Participants included staff,…
Descriptors: College Students, College Faculty, School Personnel, First Aid
Rafiq, Arif Ainur; Triyono, Mochamad Bruri; Djatmiko, Istanto Wahyu – Waikato Journal of Education, 2022
In education, particularly vocational higher education, student involvement is a challenge. Teachers can use virtual reality to bring real-life events into the classroom, encouraging active learning and student participation. Virtual Reality (VR) can be employed in various ways using a simple, easy and helpful application that can be difficult to…
Descriptors: College Students, Vocational Education, Learner Engagement, Computer Simulation
Kim, Minseong; Knotts, Tami L.; Albers, Nancy D. – Education and Information Technologies, 2022
Engaging activities are increasingly a staple in higher education. Professional programs, including business, engineering, and healthcare, rely on engaging activities to better prepare students for their future careers. Experiential learning can be achieved through a wide variety of approaches that can generally be classified as hands-on…
Descriptors: Experiential Learning, Technology Uses in Education, College Students, Student Satisfaction
Belda-Medina, Jose; Calvo-Ferrer, José Ramón – Education and Information Technologies, 2022
Although the use of Augmented Reality (AR) in language learning has increased over the last two decades, there is still little research on the preparation of pre-service teachers as AR content creators. This paper focuses on analyzing the digital competence and attitudes of teacher candidates to integrate AR in the foreign language classroom. For…
Descriptors: Computer Simulation, Second Language Learning, Preservice Teachers, Technological Literacy
Jia Liu; Avinash Kumar Singh; Anna Wunderlich; Klaus Gramann; Chin-Teng Lin – npj Science of Learning, 2022
Although beacon- and map-based spatial strategies are the default strategies for navigation activities, today's navigational aids mostly follow a beacon-based design where one is provided with turn-by-turn instructions. Recent research, however, shows that our reliance on these navigational aids is causing a decline in our spatial skills. We are…
Descriptors: Navigation, Physical Environment, Simulated Environment, Computer Simulation
Yunfei Niu; Yan Dong; Jianwei Zhang; Shu Zhang; Ying Cao – Education and Information Technologies, 2025
This study aimed to determine the importance of socialization through sports as exemplified by athletics using interactive technologies for better socialization of students. The Small Group Socialization Scale (SGSS) was utilized for the measurement of socialization. The researchers conducted the study based on the Physical Education Department…
Descriptors: Athletics, Socialization, Technology Uses in Education, Physical Education
Bin Shen; Weili Xing; Ziqian Lin; Michael Yi-Chao Jiang; Di Zou; Morris Siu-Yung Jong – Asia-Pacific Education Researcher, 2025
Writing is closely related to contextual experiences about the topics. However, in traditional EFL writing classes, learners' lack of in-depth experience in learning contexts may be the leading cause rendering students' poor writing performance. To address this problem, a quasi-experimental study was conducted to investigate the impacts of a…
Descriptors: Technology Uses in Education, Video Technology, Computer Simulation, Technology Integration
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
Chiu, Min-Chi; Hwang, Gwo-Jen; Hsia, Lu-Ho – British Journal of Educational Technology, 2023
In artwork appreciation activities, visiting physical exhibitions in art museums is often limited by time, distance and cost. Thus, conventional teaching is mostly conducted through textbooks, presentation slides or videos. However, by presenting artwork appreciation through a lecture, it is difficult for students to feel the beauty of artworks,…
Descriptors: Art Appreciation, Experiential Learning, Computer Simulation, Art Education
Hirata, Yoko – Interactive Technology and Smart Education, 2023
Purpose: This study aims to explore if and to what extent an online avatar-assisted virtual classroom can work to alleviate groups of Japanese university students' anxiety around giving spoken presentations. It also explores how to create a more inclusive language learning environment and encourage interaction between the students in the virtual…
Descriptors: Foreign Countries, Virtual Classrooms, College Students, Anxiety

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