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Ismaeel, Dina A.; Al Mulhim, Ensaf N. – International Education Studies, 2019
This paper aims to investigate the influence of augmented reality technology on the achievement and attitudes of student tolerance for ambiguity. Seventy-eight undergraduate students at King Faisal University participated in the experiment, in two groups according to their learning style (tolerant or intolerant of ambiguity). The findings revealed…
Descriptors: Undergraduate Students, Computer Simulation, Simulated Environment, Educational Technology
Liu, Ruixue; Wang, Lei; Lei, Jing; Wang, Qiu; Ren, Youqun – British Journal of Educational Technology, 2020
The increased availability and development of immersive technologies have given students growing opportunities to engage in different educational subjects. However, there is a lack of empirical research exploring the educational influence of using Immersive Virtual Reality (IVR) in science classrooms. To address this gap, this study developed a…
Descriptors: Computer Simulation, Electronic Learning, Outcomes of Education, Academic Achievement
Wood, Yvonne I.; Zegwaard, Karsten E.; Fox-Turnbull, Wendy – International Journal of Work-Integrated Learning, 2020
As a result of the COVID-19 pandemic, many organizations offering work-integrated learning (WIL) opportunities were no longer able to support student placements, resulting in many institutions searching for a range of innovative solutions. Many have redesigned their conventional placement-based WIL activities or programs to enable students to meet…
Descriptors: COVID-19, Pandemics, Experiential Learning, Work Experience Programs
Megan Tyson – Issues and Trends in Learning Technologies, 2021
The present study investigated the impact teaching academic vocabulary through an augmented reality (AR) approach had on acquisition and retention as compared to using a more traditional flash card based approach. 29 high school students ranging from 9th to 11th grade followed the pattern of a 10 word vocabulary pre-test, being taught those words…
Descriptors: Vocabulary Development, High School Students, Physical Environment, Simulated Environment
Gadelha, Rene – Childhood Education, 2018
Virtual reality (VR) has the potential to revolutionize education, as it immerses students in their learning more than any other available medium. By blocking out visual and auditory distractions in the classroom, it has the potential to help students deeply connect with the material they are learning in a way that has never been possible before.…
Descriptors: Computer Simulation, Simulated Environment, Educational Technology, Technology Uses in Education
Bun, Pawel Kazimierz; Wichniarek, Radoslaw; Górski, Filip; Grajewski, Damian; Zawadzki, Przemyslaw; Hamrol, Adam – EURASIA Journal of Mathematics, Science & Technology Education, 2017
Virtual reality (VR) may be used as an innovative educational tool. However, in order to fully exploit its potential, it is essential to achieve the effect of immersion. To more completely submerge the user in a virtual environment, it is necessary to ensure that the user's actions are directly translated into the image generated by the…
Descriptors: Simulated Environment, Educational Technology, Technology Uses in Education, Equipment
Prodan, Angelica – Forum on Public Policy Online, 2017
After discussing some of the drawbacks of using Skype for long distance music lessons, Angelica Prodan describes three different types of Artificial Reality (Virtual Reality, Augmented Reality and Mixed or Merged Reality). She goes on to describe the beneficial applications of technology, with results otherwise impossible to achieve in areas such…
Descriptors: Music Education, Educational Technology, Technology Uses in Education, Musical Instruments
Chin, Kai-Yi; Wang, Ching-Sheng; Chen, Yen-Lin – Interactive Learning Environments, 2019
Although Augmented Reality (AR) technology has already been adopted into mobile learning environments, additional effort must be put towards providing strong evidence that AR-based mobile systems are excellent educational tools that make a positive impact in or outside of the classroom. Our study utilized a similar AR-based mobile learning system…
Descriptors: Computer Simulation, Simulated Environment, Telecommunications, Educational Technology
Sezer, Baris; Sezer, Tufan Asli – Australasian Journal of Educational Technology, 2019
Virtual patient (VP) is a concept used in the teaching of communication skills, and like physical examinations and other professional skills, must be taught with utmost care. In Turkey, as VPs are yet to be used in medical training, the usual practice when teaching such skills is to use standardised patients (individuals pretending to be…
Descriptors: Simulated Environment, Computer Simulation, Communication Skills, Medical Education
Squires, David R. – Journal of Educational Technology, 2019
This study details the second iterative data collection cycle of an Augmented Reality mobile application platform for three months at an Art Museum in the Southern United States. Data was collected utilizing a mobile Augmented Reality application implementation within the informal learning environment. The immersive experience campaign tracked…
Descriptors: Learning Experience, Technology Uses in Education, Educational Technology, Physical Environment
Binhomran, Kholoud; Altalhab, Sultan – JALT CALL Journal, 2021
This study seeks to contribute to the small, but growing area of research regarding technology potential in the field of vocabulary research. The study aims to determine the usefulness of augmented reality (AR) technology in EFL vocabulary learning. An experiment was conducted to examine young learners' motivation and vocabulary retention. The…
Descriptors: Simulated Environment, Computer Simulation, Educational Technology, Vocabulary Development
Han, Songhee; Resta, Paul E. – Online Learning, 2020
This qualitative case study investigates graduate students' perspective changes apropos their crossnational collaborative learning experience while participating in an online teaching and learning course jointly taught by graduate schools in the United States and Israel. The participants met virtually, on a weekly basis between November and…
Descriptors: Graduate Students, Student Attitudes, Attitude Change, Authentic Learning
Hollett, Ty; Luo, Siyuan; Turcotte, Nate; Ramsay, Crystal; Stubbs, Chris; Zidik, Zac – E-Learning and Digital Media, 2020
This article examines embodied interaction in a virtual reality learning environment. Studies of embodied interaction in immersive learning environments, like virtual reality, tend to treat all bodies the same without considering the nuanced cultural histories those bodies have with being mobile, especially within--and beyond--technology-mediated…
Descriptors: Computer Simulation, Simulated Environment, Educational Technology, Technology Uses in Education
Webster, Webster; Kopp, Richard – Engineering Design Graphics Journal, 2018
An antique phone booth was converted into an interactive Virtual Reality (VR) booth to use for potential student recruitment, current student demonstrations, and community outreach. Satisfaction data was collected using a HappyOrNot Smiley Terminal™. In total, 215 users provided feedback on their VR experience over 142 consecutive days. Eighty…
Descriptors: Computer Simulation, Simulated Environment, Student Recruitment, Outreach Programs
Topu, Fatma Burcu; Reisoglu, Ilknur; Yilmaz, Turkan Karakus; Göktas, Yuksel – Education and Information Technologies, 2018
The purpose of this study was to examine the correlation of different variables with information retention in guided 3D virtual learning environments by employing three experimental designs. In each experiments, different participants were included in the same population and different variables were considered. Information retention test, flow,…
Descriptors: Educational Technology, Technology Uses in Education, Simulated Environment, Retention (Psychology)

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