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Xining Wang; Gareth W. Young; Muhammad Zahid Iqbal; Conor Mc Guckin – Education and Information Technologies, 2024
Technology-enhanced education can potentially enhance teaching and learning outcomes for rural educators since they face limited educational resources and low job satisfaction. Recently, there has been a surge in extended reality (XR) as an immersive learning technology to improve teaching and learning in rural areas, but without focusing on rural…
Descriptors: Educational Technology, Technology Uses in Education, Rural Schools, Computer Simulation
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Radovan Šikl; Karla Brücknerová; Hana Švedová; Filip Dechterenko; Pavel Ugwitz; Jirí Chmelík; Hana Pokorná; Vojtech Jurík – Journal of Computer Assisted Learning, 2024
Introduction: Media comparison studies examining the effectiveness of immersive virtual reality in education have yielded inconclusive findings, leaving the question of its impact on learning compared to conventional media unanswered. To address this issue, our study employs a novel approach that combines media comparison with an investigation on…
Descriptors: Computer Simulation, Educational Technology, Secondary School Students, Topography
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Maisarah; Cyndi Prasetya; Lailissa’adah; Farah Nazwa; Imelja Nurul Ain – Elementary School Forum (Mimbar Sekolah Dasar), 2024
The science process skills of elementary school students in Langsa city are still relatively low, despite these skills being a crucial element in science education based on the Merdeka curriculum. Additionally, teachers have reported several challenges, including the presence of abstract science material, textbooks that use two-dimensional…
Descriptors: Foreign Countries, Science Process Skills, Computer Simulation, Elementary School Students
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Candace Walkington; Mitchell J. Nathan; Wen Huang; Jonathan Hunnicutt; Julianna Washington – Educational Technology Research and Development, 2024
The emergence of immersive digital technologies, such as shared augmented reality (shAR), virtual reality (VR) and motion capture (MC) offers promising new opportunities to advance our understanding of human cognition and design innovative technology-enhanced learning experiences. Theoretical frameworks for embodied and extended cognition can…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Motion
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Bryan Fulmer; Ahn Duong; Hannah Palmer; Kevin G. Owens – Journal of Chemical Education, 2024
Digital learning tools and laboratory simulations have been an area of great interest not only due to the advancements of at-home learning but also by allowing students and institutions access to experiences they would not have otherwise due to the high cost of commercial instrumentation. The need for online learning tools became especially…
Descriptors: Science Instruction, Educational Technology, Technology Uses in Education, Measurement Equipment
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Yao, Shu-Nung; Liang, Chaoyun – IEEE Transactions on Learning Technologies, 2023
Image processing-based augmented reality (AR) is widely used in several fields. However, audio content is also crucial in certain cases, for example, focusing on appreciating artwork in a museum, rather than a virtually synthesized image. In this study, an attempt was made to provide ubiquitous learning (u-learning) services by using audio AR for…
Descriptors: Computer Simulation, Electronic Learning, Audio Equipment, Educational Technology
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Kiemeneij, Wilbert; de Putter, Lesley; Koopman, Maaike – Physics Education, 2023
Physics education in secondary schools can include biophysics topics as electives. An open simulation based on a simulation like Minecraft for learning the workings of the action potential in human cells was designed and tested for students in upper secondary physics education. In small design and test cycles both the simulation engine and the…
Descriptors: Science Education, Secondary School Science, Biophysics, Engines
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Gopalan, Valarmathie; Bakar, Juliana Aida Abu; Zulkifli, Abdul Nasir – Education and Information Technologies, 2023
The involvement of Augmented Reality (AR) in science learning has marked a significant change by transforming science learning into an exciting activity. Several systematic literature reviews (SLR) have been conducted to determine the trends in educational AR studies, the use of informal education in AR, AR's advantages and challenges, and the…
Descriptors: Computer Simulation, Science Instruction, Educational Technology, Electronic Learning
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Yu, Zhonggen – Interactive Learning Environments, 2023
With the rapid development of information technologies, virtual reality (VR) has caught much attention in education. However, scanty studies have been committed to a meta-analysis of its effect in education in terms of various components. This study, through a meta-analysis, systematically reviews the effect of VR technologies on educational…
Descriptors: Literature Reviews, Computer Simulation, Educational Technology, Outcomes of Education
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Chen, Xu; Zhong, Zheng; Wu, Di – IEEE Transactions on Learning Technologies, 2023
As a third-generation Internet form, the Metaverse has received widespread attention for its spatio-temporal expansion, high immersion, sensory extension, and human--computer integration. Considering the prospect of application in the field of education, a series of studies on the design of Education Metaverse frameworks and applications have…
Descriptors: Computer Simulation, Simulated Environment, Design, Technology Uses in Education
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Yilmaz, Oguz; Hebebci, Mustafa Tevfik – International Journal on Social and Education Sciences, 2022
This study examines the scientific studies on the use of virtual environments and simulation programs in teacher training programs. Firstly, a search was made in the Web of Science database using the keywords simSchool and TeachLive. Four of the studies obtained as a result of the screening were excluded for various reasons (such as duplicate or…
Descriptors: Computer Simulation, Simulated Environment, Teacher Education, Preservice Teachers
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Kassinee Tupthong; Pinanta Chatwattana – Higher Education Studies, 2025
The architecture of the micro-learning platform mixed with gamification via metaverse is a research tool that was initiated by the concepts of micro-learning integrated with the gamification mechanism. It is intended to be employed as a guideline for the instruction management that encourages learners to perform self-learning with small or short…
Descriptors: Computer Simulation, Gamification, Creativity, Problem Solving
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Maxwell Tsoka; Jeanne Kriek – Athens Journal of Education, 2025
Digital technology (DT) does not come with a 'menu' of what teachers can select to transform their instructional practices; it is through use and reflection in/on practice that potential affordances are abstracted. Computer simulation (CS) as DT was explored through auto-ethnography, reflexivity, and action research. The findings of the study…
Descriptors: Educational Technology, Rural Schools, Computer Simulation, Student Needs
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Gareth W. Young; Neill O'Dwyer; Nicholas Johnson; Aljosa Smolic – Arts and Humanities in Higher Education: An International Journal of Theory, Research and Practice, 2025
Online virtual worlds have increasingly become meeting places for students and teachers to discuss and collaborate on diverse academic subjects and practices. Furthermore, in response to the recent global COVID-19 pandemic, there has also been a heightened drive to provide online educational facilities that harness immersive virtual environments…
Descriptors: Computer Simulation, Computer Uses in Education, Film Study, Drama Education
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Senthil Kumar Jagatheesaperumal; Kashif Ahmad; Ala Al-Fuqaha; Junaid Qadir – IEEE Transactions on Learning Technologies, 2024
Metaverse has evolved as one of the popular research agenda that let users learn, socialize, and collaborate in a networked 3-D immersive virtual world. Due to the rich multimedia streaming capability and immersive user experience with high-speed communication, the metaverse is an ideal model for education, training, and skill development tasks.…
Descriptors: Computer Simulation, Technology Uses in Education, Internet, Multimedia Materials
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