Publication Date
| In 2026 | 0 |
| Since 2025 | 37 |
| Since 2022 (last 5 years) | 176 |
| Since 2017 (last 10 years) | 304 |
| Since 2007 (last 20 years) | 418 |
Descriptor
| Computer Simulation | 454 |
| Student Motivation | 454 |
| Foreign Countries | 196 |
| Educational Technology | 165 |
| Teaching Methods | 143 |
| Student Attitudes | 140 |
| Technology Uses in Education | 131 |
| Instructional Effectiveness | 100 |
| Learner Engagement | 78 |
| College Students | 70 |
| Computer Assisted Instruction | 66 |
| More ▼ | |
Source
Author
| Adam Carreon | 3 |
| Ghada Omer Attia | 3 |
| Jefferson Treacy | 3 |
| Liu, Min | 3 |
| Maggie Mosher | 3 |
| Zhyan Sairany | 3 |
| Amber Rowland | 2 |
| Baylor, Amy L. | 2 |
| Buchner, Josef | 2 |
| Cathy Weng | 2 |
| Cheng, Kun-Hung | 2 |
| More ▼ | |
Publication Type
Education Level
Location
| Turkey | 33 |
| China | 17 |
| Taiwan | 16 |
| Spain | 11 |
| Malaysia | 9 |
| Australia | 8 |
| Germany | 7 |
| Indonesia | 7 |
| Hong Kong | 6 |
| Netherlands | 6 |
| Singapore | 6 |
| More ▼ | |
Laws, Policies, & Programs
| Fulbright Hays Act | 1 |
| No Child Left Behind Act 2001 | 1 |
Assessments and Surveys
| Motivated Strategies for… | 6 |
| Academic Motivation Scale | 1 |
| Major Field Achievement Test… | 1 |
| Patterns of Adaptive Learning… | 1 |
| Program for International… | 1 |
| State Trait Anxiety Inventory | 1 |
| Wechsler Preschool and… | 1 |
What Works Clearinghouse Rating
Nathan Williams – Journal of Experiential Education, 2024
Background: Despite access to nature-based recreation, many college students do not take advantage of these experiences to improve their mental and physical health. Virtual reality experiences provide a potential pathway to motivate this population to recreate outdoors, but research is needed to determine whether virtual recreation can lead to…
Descriptors: College Students, Student Motivation, Computer Simulation, Physical Environment
Mohamad Iyad Al-Khiami; Martin Jaeger; Sayed Mohamad Soleimani; Abdulhadi Kazem – Journal of Computer Assisted Learning, 2024
Background Study: The research discusses the need for a paradigm shift in engineering education current practices to accommodate the digital native students. The paper emphasizes the importance of integrating disruptive technologies, namely Virtual Reality (VR) through Head Mounted Displays VR (HMD VR) and Desktop Based VR (DB VR) and comparing it…
Descriptors: Undergraduate Students, Engineering Education, Computer Simulation, Student Motivation
Kifaya A Sabbah; Fayez Mahamid; Allam Mousa – Journal of Social Studies Education Research, 2025
This paper provides a new experiment based on augmented reality technology in the context of Palestinian higher education. The primary goal is to investigate the effectiveness of AR-based learning on motivation and reflective thinking as crucial indicators of student learning. The research is based on a combined quantitative-qualitative…
Descriptors: Foreign Countries, Computer Simulation, Technology Uses in Education, Higher Education
Xiaoshan Huang; Andy Nguyen; Susanne P. Lajoie – European Journal of Psychology of Education, 2025
Socially shared regulated learning (SSRL) plays a crucial role in enhancing collaborative learning processes. This study explores the association between medical residents' team action, SSRL and heart rate changes using BioWorld, a technology-rich learning environment (TRE) designed to support medical practitioners' diagnostic reasoning skills as…
Descriptors: Graduate Medical Education, Metabolism, Clinical Diagnosis, Thinking Skills
Ying-Lien Lin; Hann-Jang Huang; Wei-Tsong Wang – Journal of Computer Assisted Learning, 2025
Background: Goal orientations (GO) are influential achievement goals in predicting achievement motivation and effectiveness. However, few studies have paid specific attention to investigating the effects of GO on learning achievement in the area of business management education. Objectives: This study developed a business simulation game system…
Descriptors: Goal Orientation, Academic Achievement, Computer Simulation, Animation
HanXi Li; Younghwan Pan – Education and Information Technologies, 2025
This study based on the Hedonic Motivation System Adoption Model (HMSAM), the Expectation Confirmation Model (ECM), and Task Technology Fit (TTF), explores the factors influencing users' continuance intention in gamified learning within metaversity. A total of 286 valid questionnaires were collected using random sampling. The data were analyzed…
Descriptors: Gamification, Technology Uses in Education, Student Motivation, Models
Zheng Zhong; Xiaojie Zou; Shuaizhen Jin; Kunyan Li; Jingbin Huang – Education and Information Technologies, 2025
The effective implementation of Collaborative Inquiry-based Learning (CIL) activities hinges upon the learners receiving ample support and timely feedback. Without explicit guidance from educators within the interaction design, inquiry processes, and task steps, the efficacy of learning outcomes is challenging to ensure. Virtual teachers have the…
Descriptors: Cooperative Learning, Inquiry, Virtual Classrooms, Electronic Learning
Hunhui Na; Saeyan Yun – Educational Technology Research and Development, 2024
Augmented Reality (AR) has been continuously adopted in K-12 settings, showing its beneficial impact. Despite numerous studies highlighting the benefit of AR that can enhance students' motivation, no meta-analysis providing an in-depth look into AR's impact on students' motivation has been conducted, particularly in K-12 settings. In this…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Elementary Secondary Education
Khaleel Al-Said; Nidal Amarin; Lyubov Krasnova – Education and Information Technologies, 2024
This study aims to determine how the use of virtual reality impacts physics students, their knowledge, and the quality of training. The study involved 116 students aged 17-19. The main purpose is to explore the effect that VR technology has on students' knowledge and motivation. As per usual, the students were divided into two research groups:…
Descriptors: Physics, Science Instruction, Computer Simulation, Student Motivation
Yu-Ting Chen; Xin-Xiang Wang; Ming Li; Mutlu Cukurova; Morris Siu-Yung Jong – Education and Information Technologies, 2025
Augmented reality (AR) has been regarded as a useful tool in writing education, with the goal of enhancing students' learning. However, questions still exist about the consistency of student motivation and their writing performance when participating in educational activities driven by AR. This study focused on AR-based writing courses, employing…
Descriptors: Computer Simulation, Simulated Environment, Physical Environment, Synthesis
Nazi Mahendru; Mai Neo – Journal of Educational Multimedia and Hypermedia, 2023
Education today is fast evolving with the inclusion of immersive and online technologies, making the teaching and learning processes more interesting and engaging. This study presents students' perception of using Augmented Reality (AR) as an instructional tool for the understanding and learning of theories and basics of design. This study was…
Descriptors: Computer Simulation, Educational Technology, Graduate Students, Design
Can Mese – Review of Education, 2023
Interest is a variable that assists students in acquiring knowledge and instructors in creating an encouraging classroom environment. Situational interest, on the other hand, is a type of interest that will assist students' interest to develop by organising environmental conditions. The research on situational interest has been ongoing for more…
Descriptors: Bibliometrics, Interest Research, Student Interests, Cognitive Processes
Bölek, Kerem A.; De Jong, Guido; Van der Zee, Catharina E. E. M.; Cappellen van Walsum, Anne-Marie; Henssen, Dylan J. H. A. – Anatomical Sciences Education, 2022
The use of augmented reality (AR) in teaching and studying neuroanatomy has been well researched. Previous research showed that AR-based learning of neuroanatomy has both alleviated cognitive load and was attractive to young learners. However, how the attractiveness of AR effects student motivation has not been discovered. Therefore, the…
Descriptors: Student Motivation, Computer Simulation, Neurology, Anatomy
Cheng Zhang – Interactive Learning Environments, 2024
Under the current information technology development and social interaction digitalization, China shows an increasing interest in the possibilities of digital solutions improving the effectiveness of pedagogical processes when forming and developing sports competencies and skills in football players. The present article is devoted to the study of…
Descriptors: Foreign Countries, Student Motivation, Student Interests, Team Sports
Damola Olugbade; Solomon Sunday Oyelere; Friday Joseph Agbo – Education and Information Technologies, 2024
A computer-based simulation is a viable approach for integrating the basics of science and technology in Junior Secondary. This study examined the impact of PhET on students' academic performance as well as students' motivation toward Basic Science and Technology. The study also investigates how PhET influence students' attitudes toward Basic…
Descriptors: Academic Achievement, Student Motivation, Science Education, Technology Education

Peer reviewed
Direct link
