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Mohan Yang; Courtney Miller; Helen Crompton; Zilong Pan; Noah Glaser – TechTrends: Linking Research and Practice to Improve Learning, 2024
The implementation of virtual reality (VR) has gained popularity in the organizational settings in responding to the digital transformation in the era of Industry 4.0. VR offers immersive and authentic experiences for learners through simulated real-life scenarios during training. While the affordances have been widely discussed, there is a need…
Descriptors: Computer Simulation, Organizational Learning, Training, Technology Integration
Weijian Yan; Victoria L. Lowell – TechTrends: Linking Research and Practice to Improve Learning, 2025
Virtual Reality (VR) has been utilized in foreign language education for over 50 years, and it has gone through four distinct stages in foreign language education: Two-dimensional (2D) text-based VR, three-dimensional (3D) desktop-based VR, 3D HMD-based VR, and AI-enhanced 3D HMD-based VR. Drawing on relevant studies and examples, this article…
Descriptors: Computer Simulation, Second Language Instruction, Second Language Learning, Artificial Intelligence
Novak, Kae – TechTrends: Linking Research and Practice to Improve Learning, 2022
This article discusses how the term metaverse and the use of virtual worlds is not novel. Beginning with the use of the metaverse for learning starting in the 1990s, the author provides an overview of metaverse, immersion in virtual worlds, their use, and research conducted on them. The article ends with an outline of emerging trends and possible…
Descriptors: Computer Simulation, Trend Analysis, Technology Uses in Education, Educational Research
Boulus Shehata; Ahmed Tlili; Ronghuai Huang; Charles B. Hodges; Asha Kanwar – TechTrends: Linking Research and Practice to Improve Learning, 2025
There is a knowledge gap in tracing and analyzing historical records (e.g., annual or bi-annual) of educational technology, particularly, exploring emerging technology trends and their uptake in education. This study addresses this gap by reviewing technology adoption in education, based on bibliometric and content analyses of EDUCAUSE Horizon…
Descriptors: Technology Uses in Education, Technology Integration, Technological Advancement, Educational Trends
Yan, Yichuan; Ottenbreit-Leftwich, Anne – TechTrends: Linking Research and Practice to Improve Learning, 2023
In this single case study, we explored how seven preservice teachers engaged emotionally and cognitively in case-based learning through three Teacher Moments cases to consider and reflect on their teaching practices. A thematic analysis of the transcripts of online case simulation (Teacher Moments) entries, class recordings, questionnaires and…
Descriptors: Case Method (Teaching Technique), Preservice Teachers, Reflective Teaching, Computer Simulation
Lauren Eutsler; Christopher Sean Long – TechTrends: Linking Research and Practice to Improve Learning, 2024
Virtual reality is a rapidly growing technological innovation that continues to garner attention for use in education. This self-study of two teacher educators spans immersive head-mounted virtual reality implementation from 2014-2023 with middle-grades students, preservice teachers, and adult learners. Empirical data sources include learner…
Descriptors: Computer Simulation, Assistive Technology, Educational Technology, Middle School Students
Andrea Trudeau; Ying Xie; Olha Ketsman; Cindy York; Sandrine Goldsmith – TechTrends: Linking Research and Practice to Improve Learning, 2024
This mixed-methods study explored the impact of cinematic virtual reality (CVR) on seventh-grade students (n = 66) in a school library. The research was comprised of two phases, integrating data from questionnaires and student/teacher interviews. The study focused on "The Displaced," a documentary about child refugees, presented in two…
Descriptors: Adolescents, Student Attitudes, Computer Simulation, Technology Uses in Education
Diane Burke; Helen Crompton; Christine Nickel – TechTrends: Linking Research and Practice to Improve Learning, 2025
The use of XR, which encompasses Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) has evolved rapidly in higher education (HE), driven by advancements in technology and the increasing recognition of its potential to enhance learning experiences. This systematic review provides unique findings with an up-to-date examination of…
Descriptors: Computer Simulation, Technology Uses in Education, Higher Education, Educational Research
Chiu-Jung Chen; Pei-Lin Liu – TechTrends: Linking Research and Practice to Improve Learning, 2025
This study investigates the effects of Virtual Reality (VR) on enhancing English vocabulary acquisition among senior learners, focusing on gender differences and user perceptions. A total of 36 participants (24 females, 12 males) aged 65 and above engaged in a five-week VR-based learning program using the 720° VR Shulin Public Market Guiding…
Descriptors: Computer Simulation, Technology Uses in Education, English (Second Language), Second Language Instruction
Yunjo An; Regina Kaplan-Rakowski – TechTrends: Linking Research and Practice to Improve Learning, 2024
Most research on virtual reality (VR) for learning has focused on young populations in formal learning contexts. Little research has been conducted on how adults engage in informal learning using VR. This study examined adults' informal learning experiences in high-immersion VR, focusing on the aspects of VR they enjoyed and the challenges they…
Descriptors: Informal Education, Computer Simulation, Experiential Learning, Adults
Siegle, Robert F.; Schroeder, Noah L.; Lane, H. Chad; Craig, Scotty D. – TechTrends: Linking Research and Practice to Improve Learning, 2023
Pedagogical agents are on-screen characters that help facilitate learning in a virtual or mixed-reality setting. The research on pedagogical agents has shifted focus since their creation, from understanding their underlying principles, identifying their potential roles and usage, and recently finetuning their design for applied practice. This…
Descriptors: Teaching Methods, Artificial Intelligence, Technology Uses in Education, Barriers
Carl Boel; Kim Dekeyser; Marijke Lemal; Tijs Rotsaert; Martin Valcke; Tammy Schellens; Dieter Struyf – TechTrends: Linking Research and Practice to Improve Learning, 2024
As augmented, virtual and mixed reality have become more user-friendly and affordable, these technologies gained increasing interest from education. Teachers all over the world are triggered by the perceived benefits and start experimenting. However, teachers encounter obstacles to pursue effective implementation. This paper describes how these…
Descriptors: Educational Technology, Barriers, Technology Integration, Computer Simulation
Victoria L. Lowell; Weijian Yan – TechTrends: Linking Research and Practice to Improve Learning, 2024
Virtual reality (VR) in education has tremendous potential in providing immersive and interactive experiences for students. Immersive virtual reality (IVR) technologies and IVR learning experiences have been increasingly used in education settings to support a variety of instructional methods and outcomes by providing experiential and authentic…
Descriptors: Systems Approach, Instructional Design, Computer Simulation, Learning Experience
Merve Basdogan; Ceren Gokmen; Ibrahim Akdilek – TechTrends: Linking Research and Practice to Improve Learning, 2025
This study examines the pedagogical decision-making of teacher candidates in virtual reality (VR) environments, focusing on instructional strategies, spatial interactions, and associated challenges. Using a descriptive phenomenological approach, class recordings and debriefing interviews with five U.S.-based teacher candidates were analyzed, and…
Descriptors: Decision Making, Spatial Ability, Computer Simulation, Phenomenology
Dhimolea, Tetyana Kucher; Kaplan-Rakowski, Regina; Lin, Lin – TechTrends: Linking Research and Practice to Improve Learning, 2022
Virtual reality (VR) can be beneficial for learning and for increasing learners' engagement and motivation. However, aggregations of studies on language learning in high-immersion VR are scarce. This paper offers a systematic review of existing research on VR-based language learning, encompassing 32 peer-reviewed studies published between 2015 and…
Descriptors: Literature Reviews, Educational Research, Computer Simulation, Second Language Learning

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