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Guodong Yang; Yan Yan; Shaoqing Guo; Xiaodong Wei – IEEE Transactions on Learning Technologies, 2025
In early education, reading difficulties can lead to negative outcomes. Augmented reality (AR) storybooks combine the benefits of e-books and print books, significantly aiding children's reading skills and gaining recognition from scholars and educators. However, the existing AR storybooks often overlook the design of interactive features, which…
Descriptors: Computer Simulation, Story Reading, Books, Childrens Literature
Junjie Gavin Wu; Danyang Zhang; Sangmin-Michelle Lee; Junhua Xian – International Journal of Computer-Assisted Language Learning and Teaching, 2025
Digital games have become an important educational tool for learning and teaching. The development of such games has advanced from 2D, desktop-based technologies to 3D, augmented reality (AR) / virtual reality (VR)-based technologies. Yet digital game-based language learning (DGBLL) with AR/VR has only recently started to be investigated, owing to…
Descriptors: Video Games, Computer Simulation, Second Language Learning, Game Based Learning
Vidya Anesti; Irwanto Irwanto – Journal of Learning for Development, 2025
Currently, advancements in science and technology have a significant impact on various aspects of human life, particularly in the field of education. In this context, augmented reality plays a crucial role in enhancing both learning and teaching experiences. This study presents the findings of a bibliometric analysis on published articles related…
Descriptors: Computer Simulation, Technology Uses in Education, Educational Research, Computer Uses in Education
Hüseyin Ates; Cansu Sahin Kölemen – Education and Information Technologies, 2025
This study examines the factors influencing science teachers' intentions to adopt gamified virtual reality (VR) in educational settings, employing the Theory of Planned Behavior (TPB) and Protection Motivation Theory (PMT) as theoretical frameworks. We investigate how perceived threats, benefits, and motivational and cognitive factors impact these…
Descriptors: Science Education, Science Teachers, Computer Simulation, Gamification
Amarpreet Gill; Derek Irwin; Linjing Sun; Dave Towey; Gege Zhang; Yanhui Zhang – IEEE Transactions on Learning Technologies, 2025
The rapid changes in technology available for teaching and learning have led to a wide variety of potential tools that can be deployed to support a student's education experience. This article examines the learning interfaces for pedagogical virtual reality (VR) environments, including immersive VR (iVR). It also looks at how microlearning (ML)…
Descriptors: Computer Simulation, Learning Activities, Electronic Learning, Learning Modules
Alexis Topete; Chuanxiuyue He; Mary Hegarty – Cognitive Research: Principles and Implications, 2025
People navigate in various types of spaces, including indoor and outdoor environments. These differ in availability of navigational cues, such as distal landmarks, clear boundaries, and regular grid structures. Does learning the layout of different types of environments rely on the same or diverse cognitive abilities? Do separate measures of…
Descriptors: Navigation, Cognitive Ability, Adjustment (to Environment), Adults
Zhuotao Lu; Ming M. Chiu; Shuai Wang; Weijie Mao; Hao Lei – Journal of Educational Computing Research, 2025
Teachers are increasingly using augmented reality (AR) to develop students' higher-order thinking (HOT). As past studies showed mixed results, our "random effects meta-analysis" of 21 effect sizes from 17 studies of 1256 participants determined the overall effect of AR on HOT and accounted for differences across studies via moderator…
Descriptors: Thinking Skills, Meta Analysis, Computer Simulation, Skill Development
Sultan Narin; Zeynep Comert; Yavuz Samur – Turkish Online Journal of Distance Education, 2025
The metaverse, which has a history of about thirty years in written literature, became the agenda of humanity again in the first quarter of the twenty-first century. Although it seems almost impossible today to draw the boundaries of the experience that this technology, which arouses great excitement, will offer, it is possible to say that…
Descriptors: Teacher Attitudes, Technology Uses in Education, Affordances, Barriers
Mohd Kamal Othman; Rahimah Mat; Norehan Zulkiply – Education and Information Technologies, 2025
This research addresses the critical need for robust usability evaluation tools in Wearable Virtual Reality Educational Applications. We developed a comprehensive set of Wearable Virtual Reality Educational Applications usability heuristics through a multi-stage process. Initial heuristics were established through a literature review. Validation…
Descriptors: Assistive Technology, Computer Simulation, Technology Uses in Education, Usability
Hajj-Hassan Mira; Rawad Chaker; Impedovo Maria; Hoyek Nady – Journal of Computing in Higher Education, 2025
In recent years, embodied learning has gained currency in the field of education, allowing interactivity between users, thus contributing to collaborative learning in the flow of embodied immersive technology. Evidence based studies conducted in this field tackled the effectiveness of this approach on students' performance and learning outcomes in…
Descriptors: Cooperative Learning, STEM Education, Higher Education, Technology Uses in Education
Wei Dong; Yongjie Li; Nengbao Yu; Zifei Dong – Asia-Pacific Education Researcher, 2025
Immersive virtual reality (IVR) has been widely used in vocational education and training. However, its effectiveness in combination with other forms of teaching remains under-explored, especially concerning learning sequence priority. We aimed to examine the effectiveness of IVR in vocational education and the influence of varying learning…
Descriptors: Computer Simulation, Job Skills, Job Training, Visual Aids
Anu Lehikko; Heli Ruokamo – Designs for Learning, 2025
The best instructional practices for immersive virtual reality (IVR) use in workplace learning contexts remain undefined after decades of research. Increasing the methodological range and rigor in the study of educational IVR have been proposed. To address these issues, we performed a qualitative study that contributed to the development of a…
Descriptors: Safety Education, Educational Objectives, Teaching Models, Computer Simulation
Farhad Shariatrad; Ramin Dehbandi; Helaleh Cheragh Makani – International Journal of Technology and Design Education, 2025
This study provides the educational experience of an architectural design studio in a virtual environment. It aims to illuminate the complications of planning and implementing a VDS and find the balance between flexibility and structure in VDS design. Action research was used due to its ability to document the process and reflect on the methods…
Descriptors: Building Design, Architectural Education, Studio Art, Computer Simulation
Yanyi Wu – Anatomical Sciences Education, 2025
The increasing adoption of advanced simulation technologies (virtual reality, augmented reality, sophisticated mannequins) in anatomical science education offers undeniable pedagogical advantages, including safe practice environments and enhanced visualization of complex structures. This article explores the simulation paradox, arguing that the…
Descriptors: Anatomy, Computer Simulation, Computer Uses in Education, Visualization
Tzu-Chien Liu; Yi-Chun Lin – Educational Technology Research and Development, 2025
Professional vision (PV), which includes the ability to perceive and interpret classroom events, is important for classroom behaviour management, particularly in the training of student teachers. However, to date, few assessment systems that can assess student teachers' professional vision by immersing them in a realistic classroom environment…
Descriptors: Student Teachers, Observation, Classroom Techniques, Computer Simulation

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