NotesFAQContact Us
Collection
Advanced
Search Tips
What Works Clearinghouse Rating
Showing 31 to 45 of 935 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Andreas Marougkas; Christos Troussas; Akrivi Krouska; Cleo Sgouropoulou – Smart Learning Environments, 2025
Virtual Reality has proven to be highly promising within the field of learning. Most VR learning methods do not effectively implement pedagogical models or adapt to the individual's learning style. This research aims to bridge this gap by integrating Fuzzy Cognitive Maps (FCMs), Flow Theory and Gamification within an educational Virtual Reality…
Descriptors: Computer Simulation, Computer Games, Educational Games, Computer Science Education
Peer reviewed Peer reviewed
Direct linkDirect link
Oliveira, Renata Pereira; Santos, Igor Leão; de Souza, Cristina Gomes; Reis, Augusto da Cunha; de Souza, Wallice Medeiros – Interactive Technology and Smart Education, 2023
Purpose: COVID-19 played a crucial role in the development and enlargement of learning via electronic media. Still, the recent fourth industrial revolution [Industry 4.0 (I4.0)] paved the road toward Education 4.0. In this regard, several research challenges arise, involving the preparation of gamification strategies in online learning…
Descriptors: Electronic Learning, Gamification, Educational Technology, Online Courses
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Ahmad Ridho Rojabi; Slamet Setiawan; Ahmad Munir – MEXTESOL Journal, 2023
Online learning is rapidly expanding across the educational landscape, particularly at the tertiary level of education. When combined with appropriate pedagogy, the tremendous advancement of technology has transformed the face of education. This integration has created new possibilities for enhancing teaching quality. Augmented Reality (AR) is one…
Descriptors: Barriers, Handheld Devices, Simulated Environment, Computer Simulation
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Nordin, Noradila; Nordin, Nur Rasyidah Mohd.; Omar, Wafa – Asian Journal of University Education, 2022
The use of technology in education is believed to enhance students' learning experience. Technology such as Augmented Reality (AR) is increasingly used in the classroom through the use of gamification. This study aims to examine students' experience in using a board game with web-based Augmented Reality named REV-OPOLY in their learning.…
Descriptors: Educational Games, Electronic Learning, Computer Simulation, Undergraduate Students
Peer reviewed Peer reviewed
Direct linkDirect link
Sacco-Bene, Christine; Walsh, Michael J.; Dawson, Robert D.; Petrino, Janet; Boening, Emily – Counselor Education and Supervision, 2022
Most applications of virtual reality and technology used in counseling occur in the context of client intervention and treatment. This article presents how virtual enhanced education tools such as virtual reality, augmented reality, and 360° videos provide a stage for constructing creative opportunities for experiential learning in counselor…
Descriptors: Counseling Techniques, Computer Simulation, Video Technology, Experiential Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Alblehai, Fahad – Education and Information Technologies, 2022
Virtual learning environments have been recognized as an area of particular importance by which educators can use to improve desirable learning behaviours. Investigating the impact of different virtual environments on learners' behaviours has become the centre of attention of researchers, especially during COVID-19. The homophily effect of…
Descriptors: Computer Simulation, Electronic Learning, Educational Environment, Learning Activities
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Saritas, Mustafa Tuncay; Topraklikoglu, Kivanç – International Journal of Technology in Education, 2022
Metaverse is a concept that has existed in our lives for years. However, it has become widely known by gaining new meanings thanks to the developments in blockchain and virtual reality technologies and the marketing techniques of social media companies. The aim of this study is to examine the studies on the use of Metaverse technology in…
Descriptors: Literature Reviews, Computer Simulation, Technology Uses in Education, Electronic Learning
Cukurbasi Calisir, Esma; Sabuncu, Firat Hayyam; Altun, Eralp – Online Submission, 2022
After the COVID-19 pandemic, both teachers and learners have reached a new understanding in the use of technology. With the change in the understanding of education, their access to technology has become a necessity. The adoption of Internet technologies as a learning tool facilitated the adoption of the metaverse environment. One of the most…
Descriptors: Computer Simulation, Electronic Learning, Technology Uses in Education, Simulated Environment
Peer reviewed Peer reviewed
Direct linkDirect link
Jyoti Wadmare; Dakshita Kolte; Kapil Bhatia; Palak Desai; Ganesh Wadmare – Journal of Information Technology Education: Innovations in Practice, 2024
Aim/Purpose: This paper highlights an innovative and impactful online operating system algorithms e-learning tool in engineering education. Background: Common teaching methodologies make it difficult to teach complex algorithms of operating systems. This paper presents a solution to this problem by providing simulations of different complex…
Descriptors: Engineering, Science Education, Material Development, Computer Simulation
Peer reviewed Peer reviewed
Direct linkDirect link
Marcus, Jamie Anne – Distance Learning, 2021
Technology-driven videos can promote a quick animated reception, perceptions of sensorial familiarity, and kinesthetic awareness that synergize these constructs. Scripted educational virtual reality scenarios can, therefore, encourage viewer recognition and understanding of the emotional effect of the COVID-19 pandemic. Litz et al. (2009) posit…
Descriptors: Computer Simulation, Nursing Education, COVID-19, Pandemics
Emmanuel Dumbuya – Online Submission, 2025
The exponential growth of online learning has catalyzed significant pedagogical innovations and transformed the educational landscape. This paper explores the emerging trends in online learning, including the shift towards blended learning, the rise of personalized learning, and the integration of technology-enhanced pedagogical practices. The…
Descriptors: Educational Trends, Electronic Learning, Educational Innovation, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Yimiao Yan; Yibin Zheng; Xindong Ye – Education and Information Technologies, 2025
As an effective teaching method, digital storytelling has gained significant prominence in the field of education in recent years. In contemporary digital storytelling instruction, stories are often presented through interactive whiteboards, computers, smartphones, or tablets. The introduction of immersive virtual reality (IVR) technology makes…
Descriptors: Teaching Methods, Story Telling, Electronic Learning, Self Control
Peer reviewed Peer reviewed
Direct linkDirect link
Moro, Christian – Anatomical Sciences Education, 2023
Of the many disruptive technologies being introduced within modern curricula, the metaverse, is of particular interest for its ability to transform the environment in which students learn. The modern metaverse refers to a computer-generated world which is networked, immersive, and allows users to interact with others by engaging a number of senses…
Descriptors: Simulated Environment, Computer Simulation, Electronic Learning, Anatomy
Peer reviewed Peer reviewed
Direct linkDirect link
Aguayo, Claudio; Eames, Chris – Journal of Environmental Education, 2023
Mixed reality (XR) environments combining real-to-virtual immersive experiences provide unprecedented potential for reframing educational pedagogy and practice. XR environments provide scaffolded learning points accommodating individual needs, while enhancing sensorial and embodied experiences. XR environments can facilitate self-determined…
Descriptors: Computer Simulation, Environmental Education, Educational Technology, Foreign Countries
Peer reviewed Peer reviewed
Direct linkDirect link
Hwang, Yohan; Shin, Dongkwang; Lee, Hyejin – Educational Technology Research and Development, 2023
The main purpose of this paper is to add empirical data to the nascent field of metaverse learning and teaching by examining factors affecting student participation and their perceived experiences of different metaverse platforms. For data collection, 57 Korean undergraduates participated in a self-administered questionnaire and a short reflective…
Descriptors: Student Attitudes, Computer Simulation, Electronic Learning, Student Participation
Pages: 1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  10  |  11  |  ...  |  63