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An, Yunjo – International Journal of Technology in Education, 2021
This paper discusses the history of the instructional design and technology field in four major time periods: (1) 1900s-1930s, (2) World War II-1970s, (3) 1980s-1990s, and (4) 21st century. Since the 20th century has been discussed in detail in earlier works, this paper puts more focus on the 21st century section, which includes discussions of…
Descriptors: Instructional Design, Educational History, Social Media, Game Based Learning
Christian D. Pirlet – ProQuest LLC, 2021
Social studies teachers are consistently looking for new avenues to motivate learners. To facilitate this process, simulations and roleplaying have garnered considerable attention. However, game-based simulations have received little consideration in social studies classrooms. Through game-based simulations, teachers can create sophisticated…
Descriptors: Teaching Methods, Game Based Learning, Economics Education, Rural Schools
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Hawes, Dan; Arya, Ali – IEEE Transactions on Learning Technologies, 2023
Recent research indicates that the majority of postsecondary students in North America "feel overwhelming anxiety," an issue that has also been observed in many other regions and is negatively impacting students' academic performance and overall well-being. This article reports the results of our interdisciplinary analysis of innovative…
Descriptors: Technology Uses in Education, Anxiety, Psychological Patterns, Cognitive Ability
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Lee, Sangmin-Michelle – IEEE Transactions on Learning Technologies, 2023
EFL students often struggle with second language (L2) learning, particularly because they learn L2 out of context, which they find unmeaningful and demotivating. To provide a meaningful context for L2 learning and make learning more interesting, the present study utilized a customizable metaverse platform. First, we developed a scenario of a rose…
Descriptors: Second Language Learning, English (Second Language), Computer Simulation, Technology Uses in Education
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Kim, Young Rae; Park, Mi Sun – Journal of Education and Training Studies, 2018
A virtual world was created using the popular sandbox game Minecraft to support the development of preservice teachers' knowledge for teaching mathematics. Preservice teachers explored the virtual world for a geometry activity involving area and volume problems. They then discussed how this integration of technology could support students'…
Descriptors: Mathematics Instruction, Preservice Teachers, Video Games, Computer Games
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Saeed Khazaie; Saman Ebadi – Computer Assisted Language Learning, 2025
This quasi-experimental study explored the feasibility of the augmented reality game-supported flipped classrooms for English for Medical Purposes reading among 464 students from the Isfahan University of Medical Sciences in two phases. In the quantitative phase, the participants watched the pre-recorded lectures on English for Medical Purposes…
Descriptors: Flipped Classroom, Computer Simulation, Reading Comprehension, English for Special Purposes
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Tianqi Huang; Zhenan Feng; Daniel Paes; Fei Ying; Xilei Zhao; Max Kinateder; E. R. Langer; Ruggiero Lovreglio – Journal of Computer Assisted Learning, 2025
Background: Wildfires have become increasingly frequent and destructive, highlighting the need for more effective public education on safety and preparedness. Gamification, the use of game design elements in non-game contexts, offers a promising strategy to enhance learner engagement and educational effectiveness compared to traditional methods.…
Descriptors: Natural Disasters, Fire Protection, Safety Education, Gamification
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Ruta Pirta-Dreimane; Agne Brilingaite; Evita Roponena; Karen Parish; Janis Grabis; Ricardo Gregorio Lugo; Martinš Bonders – Technology, Knowledge and Learning, 2025
Incorporating gamification elements and innovative approaches in training programs are promising for addressing cybersecurity knowledge gaps. Cybersecurity education should combine hard and soft skill development when building the capacity to manage cyber incidents requiring timely communication, team collaboration, and self-efficacy in risk…
Descriptors: Computer Security, Computer Science Education, Educational Games, Gamification
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Ratna Zuarni Ramli; Noraidah Sahari Ashaari; Siti Fadzilah Mat Noor; Mahanem Mat Noor; Elaheh Yadegaridehkordi; Nazatul Aini Abd Majid; Hadi Affendy Dahlan; Amelia Natasya Abdul Wahab – Education and Information Technologies, 2024
Learning Science, Technology, Engineering, and Mathematics (STEM) subjects in an online medium can be difficult and tedious. Lengthy facts with technical terms, complex images, and explanations are among the reasons that make STEM subjects less desirable among the current generation and degrade the students' learning experience. Students can be…
Descriptors: STEM Education, Online Courses, Educational Technology, Student Interests
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Carmen Herrmann; Barbara Drechsel – Psychology Learning and Teaching, 2024
This report provides an example implementation of a "virtual gaming simulation" (VGS) in counseling seminars in teacher education as a tool for learning psychological conversation skills. The theory-practice seminar "Counseling language learners" in a blended learning environment includes the teaching of counseling…
Descriptors: Computer Simulation, Counseling, Seminars, Teacher Education Programs
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Yanying Chen; Yaoxin Tan; Yuhui Wang – Interactive Learning Environments, 2024
We designed a microbial science popularization product based on virtual reality technology, "Micro World -- Exploring the Microbial Kingdom," and conducted usability tests. Participants used head-mounted VR glasses to experience virtual scenarios teaching microbiological knowledge. The product's user experience was evaluated through a…
Descriptors: Computer Simulation, Science Education, Microbiology, Computer Peripherals
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I -Jui Lee; Hsiu-Ting Hsu – Interactive Learning Environments, 2024
Autism Spectrum Disorder (ASD) involves social skills deficits, hindering effective communication and meaningful relationships. Prior research indicates that Augmented Reality (AR) games appeal to children with ASD for learning social skills but lack a structured framework and clear instructions for grasping social concepts. Therefore, this…
Descriptors: Computer Simulation, Story Telling, Educational Strategies, Computation
Julianna Washington; Candace Walkington – Grantee Submission, 2024
This article explores the use of Extended Reality (XR) technologies, such as Augmented Reality (AR) and motion capture, in mathematics instruction, specifically focusing on geometry learning. Our research highlights the challenges students face in learning geometry due to its abstract nature and the potential of XR technologies to create…
Descriptors: Mathematics Instruction, Geometry, Physical Environment, Simulated Environment
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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
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Colvert, Angela – Literacy, 2022
To support digital literacies in schools, fundamental reorientation and rethinking is required to develop 'appropriate' pedagogical practices which are aligned with (and extend) the current curriculum. To achieve this, new flexible frameworks and tools are needed to support educators to work creatively and productively within the current…
Descriptors: Technological Literacy, Play, Design, Teaching Methods
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