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Motejlek, Jiri; Alpay, Esat – European Journal of Engineering Education, 2023
The use of VR in engineering education provides a means for contextualising learning through authentic and engaging scenarios, e.g. the touring and operation of a chemical plant. This paper presents the design of an immersive VR simulation of an existing pilot plant in the School and its evaluation through a randomised non-inferiority trial to…
Descriptors: Retention (Psychology), Computer Simulation, Engineering Education, Simulation
Jaime Bauer Malandraki; Jennine Bryan; Dawn Wetzel; Allison Schaser; Bruce A. Craig; Georgia A. Malandraki – Teaching and Learning in Communication Sciences & Disorders, 2025
The purpose of this project was to examine the impact of a novel hybrid computer-based dysphagia simulation training on student confidence and clinical decision-making in the area of adult dysphagia. We developed a pilot SBT database, including computer-based simulations utilizing real-life actors who simulated standardized adult patients with…
Descriptors: Physical Disabilities, Motor Reactions, Intervention, Computer Simulation
Iza Marfisi-Schottman – International Journal of Learning Technology, 2023
Many pedagogical counsellors (PCs) are destabilised by the resistance, in various forms, that novice teachers display during their counselling sessions. It is in this context that we propose TGRIS, a peer-training method, with a virtual reality interview simulator, designed to help PCs become aware of their own emotions, and deal with them, when…
Descriptors: Professional Training, Computer Simulation, Simulation, Interviews
Mei-Shiu Chiu; Meihua Zhu – Education and Information Technologies, 2025
Virtual reality (VR) has gained prominence and a growing prevalence. However, parental attitudes toward using VR for educational purposes (i.e., educational VR (EVR)) are under-researched. This study investigates parents' perceptions and experiences regarding the use of EVR, focussing on mathematics learning. Using the technology acceptance model…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Parent Attitudes
Melinda Russell-Stamp; Jean R. Norman; Kennedy Parker – International Journal for the Scholarship of Teaching and Learning, 2025
Role-playing using avatars has been demonstrated as effective, but it has not been compared to role-playing with a live actor. In this study, undergraduate psychology students (N=93) conducted a clinical interview in a role-play with an avatar or live actor. Mixed methods included a survey and written reflection. The study found no differences in…
Descriptors: Role Playing, Undergraduate Students, Clinical Psychology, Student Attitudes
Panagiotis Antonopoulos; Emmanuel Fokides; George Koutromanos – Technology, Knowledge and Learning, 2025
There is a pervasive belief that immersive virtual reality (imVR) holds transformative implications for almost all technology-mediated human activities, including the sphere of education. Given this context, it becomes essential to comprehend the impact it exerts on learning, in addition to ascertaining whether it positively affects factors that…
Descriptors: Computer Simulation, Learning Experience, College Students, Intellectual Property
John Barrow; William Hurst; Joakim Edman; Natasja Ariesen; Caspar Krampe – Education and Information Technologies, 2024
Virtual Reality (VR) involves the coupling of visual communication hardware and software. The technology is capable of offering transformative educational practice and is increasingly being adopted within the biochemistry domain to better understand complex biochemical processes. This article documents a pilot study for the efficacy of VR in…
Descriptors: Computer Simulation, Biochemistry, Science Education, Cytology
Abbas, Yawar; Martinetti, Alberto; Nizamis, Kostas; Spoolder, Steven; van Dongen, Leo A. M. – Interactive Learning Environments, 2023
In response to the industrial world becoming more complex and the recent social distancing caused by the COVID-19 outbreak, emerging technologies such as Virtual Reality (VR) are gaining importance for industrial training. The novelty, however, does not lie in the sole use of VR-based technology but rather in its adaptive and flexible nature. This…
Descriptors: Teaching Methods, Computer Simulation, Industrial Training, Electronic Learning
Ironsi, Chinaza Solomon – Smart Learning Environments, 2023
There is ongoing scientific discussion on the role of innovative technologies in enhancing teaching and learning. Technologies like augmented reality, virtual reality, mixed reality, artificial intelligence, and generative artificial intelligence have sparked debates in the broader literature. To contribute to ongoing discussions on these topics…
Descriptors: Teachers, Students, Computer Simulation, Speech Skills
Margaret C. Hoffman – Journal of Extension, 2025
Immersive 360 technologies are increasing equity and inclusion, learning motivation, and engagement of students in many educational disciplines. Extension stakeholders could also benefit from the use of this technology in educational settings. The affordability and ease of use adds a tool to the Extension repertoire to interest and engage…
Descriptors: Extension Education, Computer Simulation, Computer Uses in Education, Tourism
Somik Ghosh; Abhay Chavan – Design and Technology Education, 2024
Immersive technologies have gained attention in design pedagogy due to their potential as effective tools for teaching and learning. Virtual reality (VR) has been extensively explored in the design discipline for tasks such as interpretation, visualization, and collaboration. However, most applications of VR have focused on replacing traditional…
Descriptors: Computer Simulation, Technology Integration, Building Design, Experiential Learning
Kevin Mentzer; Mark Frydenberg; Suhong Li – Information Systems Education Journal, 2025
Virtual Reality has the potential to transform educational experiences. This evolution, from the earliest days of projecting and viewing stereoscopic static images to the immersive headset experiences possible today, allows VR to transport students to new locations, enable them to participate in virtual spaces and simulations, and design 3-D…
Descriptors: Computer Simulation, Business Education, Educational Technology, Technology Uses in Education
Kanjana Jansukpum; Suepphong Chernbumroong; Kannikar Intawong; Pradorn Sureephong; Kitti Puritat – New Review of Academic Librarianship, 2025
The objective of the present study was to examine the effects of using gamification implemented in immersive virtual reality for the promotion of library services in the university library including knowledge acquisition, knowledge retention and user engagement. In terms of research procedure, we divided the participants into Gamified and…
Descriptors: Computer Simulation, Library Services, Gamification, Knowledge Level
Anu Lehikko; Mikko Nykänen; Heli Ruokamo – Educational Technology Research and Development, 2025
The potential of immersive virtual reality (IVR) to deliver engaging occupational safety training has been established by previous research; however, to date, there have not been any pedagogical models to guide its implementation. This study's objective was to conceptualize a pedagogical model for IVR safety training by combining a…
Descriptors: Computer Simulation, Computer Uses in Education, Safety Education, Occupational Safety and Health
Maxine Berthiaume; Max Kinateder; Bruno Emond; Natalia Cooper; Ishika Obeegadoo; Jean-François Lapointe – Education and Information Technologies, 2024
Access to dangerous goods training for firefighters in remote areas is limited for financial and logistical reasons. Virtual reality (VR) is a promising solution for this challenge as it is cost-effective, safe, and allows to simulate realistic scenarios that would be dangerous or difficult to implement in the real world. However, rigorous…
Descriptors: Evaluation, Computer Simulation, Fire Protection, Transportation

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