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Christopher Keller; Gaby Walker; Francesca Amenduni; Alice Tela; Alberto Cattaneo – Education and Information Technologies, 2025
Technological advancements are rapidly transforming education, particularly immersive technologies, such as virtual reality (VR). Despite extensive research on VR's potential to enhance learning, its effectiveness in vocational education and training (VET) remains underexplored. This study evaluates the performance of VET students using a VR…
Descriptors: Computer Simulation, Technology Uses in Education, Career and Technical Education, Academic Achievement
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Engin Karadag; Murat Aydogmus; Irfan Simsek; S. Koza Ciftci; Katerina Karkali; Efthymios Goumas; Igor Vaslav Vitale; Marta Kubiak; Lidia Esther Godoy Bellas – Education and Information Technologies, 2025
Virtual reality (VR) has emerged as a promising tool for enhancing motor skill training in children with special educational needs (SEN). This qualitative case study explored the perspectives and experiences of experts regarding the integration of VR technology into motor skill training for children with SEN. This study investigated VR's perceived…
Descriptors: Computer Simulation, Computer Uses in Education, Motor Development, Psychomotor Skills
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Jingru Zhang; Wan Ahmad Jaafar Wan Yahaya; Mageswaran Sanmugam; Yuting Dai – SAGE Open, 2025
The potential of educational augmented reality systems to improve students' learning performance, motivation, and cognitive load has been demonstrated by recent studies. To help students learn the design history material, this study suggests an AR-integrated learning application strategy. In this study, we use Modernism as the theoretical…
Descriptors: Cognitive Processes, Difficulty Level, Physical Environment, Simulated Environment
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Koyo Ogawa – Technology in Language Teaching & Learning, 2025
Virtual reality (VR) has attracted increasing interest for its potential to enhance second language acquisition through immersive and interactive experiences. However, effectively integrating VR with established language teaching pedagogy remains a critical challenge. This study addresses that gap by embedding the principles of task-based language…
Descriptors: Computer Simulation, Second Language Learning, Learning Activities, Technology Uses in Education
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Phanuwat Kongkhen; Kanitta Hinon; Panita Wannapiroon – Higher Education Studies, 2025
This research employed a Research and Development (R&D) approach to investigate the integration of Projectbased Learning (PBL) with Demonstration through the Metaverse to promote Media Production Skills and Multimedia Innovation. The study's objectives were to synthesize, design, develop, and evaluate this integrated learning system. Expert…
Descriptors: Foreign Countries, Active Learning, Student Projects, Computer Simulation
Ivan Gratchev, Editor; Krishnasamy T. Selvan, Editor; Hugo G. Espinosa, Editor – Springer, 2025
Universities worldwide play a pivotal role in shaping the future workforce by equipping students with the skills, knowledge, and attitude required to thrive in an ever-evolving job market. "Transformative Approaches to Career-Ready Education" addresses the critical challenge of aligning higher education with modern industry and national…
Descriptors: Career Readiness, STEM Education, Work Based Learning, Teaching Methods
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Ahmad Samed Al-Adwan; Mutaz M. Al-Debei – Education and Information Technologies, 2024
The interest in metaverse technology has risen notably in higher education learning contexts. Due to the global spread of the Covid-19 pandemic, higher education institutions are now increasingly emphasising online interactive learning. Higher education institutions are currently investigating the potential of metaverse technology to enhance…
Descriptors: Technology Uses in Education, Computer Simulation, Electronic Learning, Interaction
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Ratu Sarah Pujasari; Asri Siti Fatimah; Melisa Sri; Fera Sulastri – International Journal of Language Education, 2024
This study described the potential benefits of implementation of the Metaverse concept in English for Tourism course revealing views from the students' perception. This research used a qualitative descriptive case study to investigate the phenomenon of the use of metaverse at higher educational levels in the Indonesia context. During data…
Descriptors: Computer Simulation, Technology Uses in Education, English (Second Language), Second Language Instruction
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Anna Flavia Di Natale; Sabrina Bartolotta; Andrea Gaggioli; Giuseppe Riva; Daniela Villani – Education and Information Technologies, 2024
Immersive virtual reality (IVR) and Metaverse applications are gaining attention in the educational field, showing potentials in transforming traditional learning methods by supporting active and experiential forms of learning. Our study, conducted within the context of an Italian university course, employs the Extended Expectation-Confirmation…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, College Students
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Carmen Herrmann; Barbara Drechsel – Psychology Learning and Teaching, 2024
This report provides an example implementation of a "virtual gaming simulation" (VGS) in counseling seminars in teacher education as a tool for learning psychological conversation skills. The theory-practice seminar "Counseling language learners" in a blended learning environment includes the teaching of counseling…
Descriptors: Computer Simulation, Counseling, Seminars, Teacher Education Programs
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Robby Hilmi Rachmadian; Alfyananda Kurnia Putra; Sumarmi Sumarmi; Heni Masruroh – International Journal of Learning Technology, 2024
Geography education usually faces the problem of a monotonous learning process. Therefore, educators constantly seek better teaching strategies to present interesting and enjoyable classes. The main objective of this study is to 'present learning technology to improve geoheritage understanding' through an open-access website powered by interactive…
Descriptors: Experiential Learning, Computer Simulation, Educational Media, Technology Uses in Education
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Valentina Nachtigall; Selina Yek; Nikol Rummel – Journal of Computer Assisted Learning, 2024
Background: With the increasing availability of immersive technologies such as 360° videos for educational purposes, research needs to shift from media comparison studies to value-added studies in order to identify conditions for effective learning with such technologies. For the educational use of history-related virtual reality media, which are…
Descriptors: Computer Simulation, Video Technology, Technology Uses in Education, Educational Technology
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Dorji Tenzin; Karma Utha; Kinley Seden – Research in Science & Technological Education, 2024
Background: Electric circuit concepts in physics are abstract in nature and students find it difficult to comprehend. Purpose: This study was designed to compare the impact of three different strategies: simulation, hands-on and a combined strategy in enhancing conceptual understanding on electric circuit for class X students. Design: A mixed…
Descriptors: Science Education, Computer Simulation, Hands on Science, Electronic Equipment
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Kai-Yi Chin; Ching-Sheng Wang – Interactive Learning Environments, 2024
This study developed a VR-based mobile learning system to simulate the natural environment of a geopark for university students to learn geological knowledge. This learning method used a Google cardboard equipped with smartphones, where students can watch stereoscopic scenes and experience virtual environments as if visiting the geopark. In order…
Descriptors: Foreign Countries, Computer Simulation, Handheld Devices, Geology
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Joanna Pyrkosz-Pacyna; Marcin Zwierzdzynski; Jowita Guja; Maria Lis; Dominika Bulska – Educational Technology & Society, 2024
In this article, we present the results of research conducted to investigate the perception of VR educational materials for space technology courses being developed at a technological university in Europe. Our aim was to identify potential barriers faced by men and women when entering and continuing this form of education. As both VR and space…
Descriptors: Space Sciences, Computer Simulation, Educational Technology, Barriers
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