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Showing 1 to 15 of 190 results Save | Export
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Tobar-Muñoz, Hendrys; Baldiris, Silvia; Fabregat, Ramon – Technology, Knowledge and Learning, 2023
Augmented Reality Game-Based Learning (ARGBL) is becoming increasingly relevant in Technology-Enhanced Learning. Games with AR characteristics, or even AR applications structured with rules and game elements, are proving to be effective and successful learning experiences. There is a need to include teachers in the design process. In this paper,…
Descriptors: Computer Simulation, Simulated Environment, Educational Games, Game Based Learning
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Rose Oluwaseun Adetunji; Abejide Ade-Ibijola – Discover Education, 2025
This paper examines the possibility of combining serious games with AI-generated scenarios to improve education and training for tech startups. In the ever-changing and highly competitive field of entrepreneurship, it is crucial to adopt innovative methods to provide aspiring startups and team members with the necessary skills and knowledge to…
Descriptors: Educational Games, Technology Education, Entrepreneurship, Artificial Intelligence
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Peng Zhang; Jiangxu Li; Su Cai – British Journal of Educational Technology, 2025
Augmented reality (AR) games offer significant potential to enhance learning experiences, yet the impact of when these games are introduced during the educational process remains underexplored. This study explored how the timing of providing the AR game influenced learners' achievement, satisfaction and acceptance. Using a quasi-experimental…
Descriptors: Simulated Environment, Computer Simulation, Educational Technology, Educational Games
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Dron M. Mandhana; Daliah Ouedraogo; Alessandra S. Vicente – Communication Teacher, 2024
Courses: Theories of Organizational Communication; Communication Theory. Theories of Organizational Communication; Communication Theory. Objectives: The proposed activity utilizes a digitally interactive global positioning system--based augmented reality game to help students (a) gain a richer learning experience through immersion and engagement…
Descriptors: Organizational Culture, Physical Environment, Simulated Environment, Synthesis
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Ceren Ester Karayel; Manuel Krug; Luisa Hoffmann; Canan Kanbur; Catherine Barth; Johannes Huwer – Journal of Chemical Education, 2023
Global challenges such as the COVID-19 pandemic highlight the need for visionary innovations in chemical education. We recently deigned a new learning environment called "ZuKon 2030", which addresses sustainability from a chemical perspective while simultaneously introducing students to the sustainable development goals (SDGs) of the…
Descriptors: Chemistry, Science Instruction, Teaching Methods, Sustainable Development
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Michaela Arztmann; Jessica Lizeth Domínguez Alfaro; Lisette Hornstra; Johan Jeuring; Liesbeth Kester – British Journal of Educational Technology, 2024
Digital games are widely used in education to motivate students for science. Additionally, augmented reality (AR) is increasingly used in education. However, recent research indicates that these technologies might not be equally beneficial for students with different background characteristics. Moreover, students with different backgrounds may…
Descriptors: Secondary School Students, Socioeconomic Status, Self Efficacy, Computer Simulation
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Odd Rune Stalheim; Hege Merete Somby – Smart Learning Environments, 2024
There has long been an increased focus on and investment in digital technology in schools to improve the quality of education. While digital tools have gained access to pedagogical spheres, physical activity has been overlooked, as pupils often engage in activities that require minimal bodily movement. In this article, we discuss pupils'…
Descriptors: Simulated Environment, Physical Environment, Educational Games, Human Body
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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Shute, Valerie; Lu, Xi; Rahimi, Seyedahmad – Grantee Submission, 2021
Stealth assessment is intended to not only measure important competencies, but also to support their development during gameplay or within other types of immersive learning environments. It uses evidence-centered assessment design to create the models (Mislevy, Steinberg, and Almond 2003), in conjunction with a statistical scoring and accumulation…
Descriptors: Student Evaluation, Game Based Learning, Evidence Based Practice, Evaluation Methods
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Michaela Arztmann; Jessica Lizeth Domínguez Alfaro; Lisette Hornstra; Jacqueline Wong; Johan Jeuring; Liesbeth Kester – British Journal of Educational Technology, 2025
A distinct feature of educational games using augmented reality (AR) is that the game is played through physically interacting with the environment, whereas physical interaction is typically rather limited in other digital games. Understanding and performing the interactive game mechanics can be cognitively demanding. Adding pre-training could…
Descriptors: Computer Simulation, Artificial Intelligence, Training, Cognitive Processes
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Adem Koç; Sedat Kanadli – Journal of Science Education and Technology, 2025
This study used network meta-analysis to investigate the impact of the use of interactive learning environments (ILE) tools (augmented reality (AR), virtual reality (VR), mixed reality (MIX), and interactive digital games (GAME)) in science education on learning outcomes. A total of 53 primary studies were retrieved from the literature according…
Descriptors: Interaction, Cooperative Learning, Educational Environment, Outcomes of Education
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Ieva Gintere; Emmanouel Rovithis; Ágnes Karolina Bakk; Alvis Misjuns – International Journal of Game-Based Learning, 2024
The study presents the authors' research for the purpose of designing ImGame, a virtual environment inviting users to playfully learn about the concept of immersion and its historical antecedents. The authors describe ImGame's current pre-production stage and examine the basic characteristics of the feeling of immersion. They intend to deepen the…
Descriptors: Computer Simulation, Creativity, Educational Technology, Interdisciplinary Approach
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Rui Leitão; Shige Yao; Laura Guimarães – Education and Information Technologies, 2025
Over the past decade, research has stressed the necessity of increasing ocean teaching in formal and informal education by addressing ocean literacy dimensions. Although board games have emerged as an affordable and accessible option for immersive learning experiences, limited empirical evidence demonstrates their effectiveness in enhancing…
Descriptors: Educational Games, Marine Education, Oceanography, Teaching Methods
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See, Zi Siang; Ledger, Susan; Goodman, Lizbeth L.; Matthews, Benjamin; Jones, Donovan; Fealy, Shanna; Ooi, Wooi Har; Amin, Manisha – Journal of Information Technology Education: Innovations in Practice, 2023
Aim/Purpose: This paper describes a technologies education model for introducing Simulation Learning and Extended Reality (XR) solution creation skills and knowledge to students at the tertiary education level, which is broadly applicable to higher education-based contexts of teaching and learning. Background: This work is made possible via the…
Descriptors: Technology Education, College Students, Models, Educational Technology
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Yang, Hongzhi; Tsung, Linda; Cao, Lu – SAGE Open, 2022
Virtual reality (VR) for Language learning has been shown effective in improving students' communication skills. However very few studies reveal the communication strategies students used in communicating in a VR environment, especially in learning Chinese as a foreign or second language (CFL/CSL). In this pilot study, a prototype Virtual…
Descriptors: Communication Strategies, Chinese, Second Language Instruction, Second Language Learning
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