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Audur Palsdottir – International Research in Geographical and Environmental Education, 2025
The purpose of this research is to develop the use of Virtual Reality (VR) and fieldwork with teenagers in two compulsory schools in the capital city area of Iceland. The study aims to understand how teenagers succeed in an enquiry driven work combining simple digital tools, such as mobile phones, when making 360° photos, analysing opportunities…
Descriptors: Adolescents, Geography Instruction, Computer Simulation, Foreign Countries
Aytaj Ismayilzada; Ayaz Karimov; Mirka Saarela – Journal of Interactive Learning Research, 2025
This systematic literature review explores learning analytics (LA) in serious games within virtual reality (VR) environments, focusing on studies from the International Conference on Learning Analytics and Knowledge (LAK) and the Journal of Learning Analytics (JLA). Conducted in two stages, the review identifies key domains where serious games in…
Descriptors: Educational Games, Computer Simulation, Technology Uses in Education, Instructional Effectiveness
Meihong Li – Education and Information Technologies, 2025
Virtual Reality technology (VRT) has rapidly evolved in recent years, revolutionizing various industries by providing immersive and interactive experiences. VRT is making a significant impact in the realm of dance teaching (DT). This study explores the innovative application of VRT in the realm of DT, aiming to revolutionize traditional…
Descriptors: Computer Simulation, Dance Education, Educational Innovation, Technology Uses in Education
Atina Putri; Fahma Waluya Rosmansyah; Chessa Nur Triejunita; Yuda Sukmana; Nyilo Purnami; Sakina Sakina; Yuni Sari Amalia; Yusep Rosmansyah – Smart Learning Environments, 2025
The increasing popularity of mobile devices as alternative tools for learning has led to the adoption of virtual laboratory simulation (VLab) to enhance practical learning experiences. This paper introduces an interactive mobile learning application designed to facilitate medical students in learning ear anatomy using a three-dimensional model.…
Descriptors: Science Laboratories, Anatomy, Science Education, Computer Simulation
Furkan Kalyoncu; Hasan Karal – Education and Information Technologies, 2025
The aim of this study is to design and develop an augmented reality based mobile application (HardwARe teaching material) based on the "Computer Systems" subject outcomes in the 5th grade curriculum. In the design and development phase of the HardwARe teaching material, the design-based research (DBR) method, which is frequently…
Descriptors: Computer Simulation, Technology Uses in Education, Design, Material Development
Mehrbakhsh Nilashi; Rabab Ali Abumalloh – Education and Information Technologies, 2025
Immersive technologies strive to enhance users' digital experiences by enabling more interactive, engaging, and realistic virtual environments. Despite the growing popularity and advancements in immersive technologies, achieving widespread user acceptance remains a significant challenge. In addition, previous acceptance models may not fully…
Descriptors: Computer Attitudes, Computer Simulation, Simulated Environment, Physical Environment
Aysun Tekindur; Serpil Kara – Journal of Education in Science, Environment and Health, 2025
The importance of virtual reality in science education is constantly increasing. For this reason, this study aims to identify current trends in science education through virtual reality (VR) themes using a bibliometric analysis of the Web of Science (WoS) database. Data analysis was conducted with VOSviewer software. Findings reveal that VR…
Descriptors: Computer Simulation, Technology Uses in Education, Science Education, Educational Research
Zahra Dodangeh; Masoumeh Shojaei; Afkham Daneshfar; Thomas Simpson; Harjiv Singh; Ayoub Asadi – Journal of Motor Learning and Development, 2025
Quiet eye training, a technique focused on optimizing gaze behavior during critical moments, has shown potential for enhancing motor skill acquisition. This study investigates the effects of quiet eye training in both virtual and real-world environments on dart-throwing learning. The participants consisted of 45 female students who were randomly…
Descriptors: Eye Movements, Physical Activities, Psychomotor Skills, Perceptual Motor Learning
Vincent Casamayou; Bruno Bousquet; Justin Dillmann; Nathan Salin; Jean-Paul Guillet; Lionel Canioni; Martin Hachet – Discover Education, 2025
Practical work in optics is essential to understand complex abstract phenomena. Consequently, hands-on experiments are part of most physics' curricula, despite the fact that they can be hard to set up and maintain. In this article, we present a virtual laboratory tool, called SHIRE, which allows students to carry out optical experiments from a…
Descriptors: Hands on Science, Science Experiments, Science Curriculum, Physics
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
Wiets Botes – Journal of Inquiry Based Activities, 2025
In the field of teacher education, the traditional approach to teacher preparation is not enough to equip life science pre-service teachers with the practical skill sets and pedagogical insights they need to be effective teachers. Life science pre-service teachers often struggle to transition from theoretical coursework to the practical reality of…
Descriptors: Communities of Practice, Computer Simulation, Biological Sciences, Preservice Teachers
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
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
Leilei Liang; Tongshuang Yuan; Kai Liu; Chengbin Zheng; Junsong Fei; Songli Mei – Youth & Society, 2025
The purpose of this study was to validate a proposed theoretical model of adolescent internet gaming disorders from a reality-virtual perspective. A questionnaire survey was conducted using random stratified cluster sampling on 3,058 middle school students with internet gaming experience, drawn from four middle schools in a province in northern…
Descriptors: Early Adolescents, Middle School Students, Self Concept, Computer Simulation
Darian Stapleton; Thalia R. Goldstein – Journal of Creative Behavior, 2025
Understanding the impacts of digital media such as video games is critical for scholarship during the digital transformation. While the literature on the effects of video games continues to grow, there is little work on positive effects, including creativity, either as an outcome from or process within games. Video games are a media type that…
Descriptors: Video Games, Creativity, Problem Solving, Play

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