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Showing 1 to 15 of 192 results Save | Export
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Panagiotis Antonopoulos; Emmanuel Fokides; George Koutromanos – Technology, Knowledge and Learning, 2025
There is a pervasive belief that immersive virtual reality (imVR) holds transformative implications for almost all technology-mediated human activities, including the sphere of education. Given this context, it becomes essential to comprehend the impact it exerts on learning, in addition to ascertaining whether it positively affects factors that…
Descriptors: Computer Simulation, Learning Experience, College Students, Intellectual Property
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Zahra Dodangeh; Masoumeh Shojaei; Afkham Daneshfar; Thomas Simpson; Harjiv Singh; Ayoub Asadi – Journal of Motor Learning and Development, 2025
Quiet eye training, a technique focused on optimizing gaze behavior during critical moments, has shown potential for enhancing motor skill acquisition. This study investigates the effects of quiet eye training in both virtual and real-world environments on dart-throwing learning. The participants consisted of 45 female students who were randomly…
Descriptors: Eye Movements, Physical Activities, Psychomotor Skills, Perceptual Motor Learning
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Cynthia Y. Delgado; Richard E. Mayer – Journal of Educational Computing Research, 2025
This study examined whether answering focused explanative questions during pauses in an immersive virtual reality (IVR) lesson on pipetting procedures could enhance learning. The goal was to take a generative learning activity, known to be effective for declarative knowledge with conventional media, to the context of procedural knowledge with…
Descriptors: Computer Simulation, Computer Uses in Education, Laboratory Procedures, Learning Activities
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Xiang-Min Guo; Dan-Cen Wang; Tian-Tian Lo; Xiao-Hong Huang – Education and Information Technologies, 2024
The immersive experience and diverse interaction modes provided by virtual digital technology match the spatial sensitivity and practical ability required in the field of architectural teaching, and its technological advantages can significantly enhance teaching outcomes. However, in the field of architecture teaching, there has been a lack of…
Descriptors: Architectural Education, Educational Technology, Computer Simulation, Technology Uses in Education
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Chun-Mei Chou; Tsu-Chuan Shen; Tsu-Chi Shen – Education and Information Technologies, 2025
AR-supported instruction has been verified to improve students' problem-solving skills. This study investigated 1041 university students and developed an empirical research model that combined technology acceptance, self-regulation, and AR-supported learning effectiveness with the structural equation model (SEM). At the same time, content analysis…
Descriptors: College Students, Student Attitudes, Computer Attitudes, Adoption (Ideas)
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Cole, Rebekah F. – Counselor Education and Supervision, 2022
This pretest/posttest experimental design study investigated the use of virtual reality to teach school counseling students empathy, as measured by the Empathy Quotient. An independent samples and paired-samples t-test were used to analyze students' scores in the experimental and control groups. The study's results are discussed.
Descriptors: Counselor Training, School Counselors, College Students, Empathy
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Federico Magnani; Elena Demaria; Francesca Ambrosi; Claudia Sala; Gianandrea Pasquinelli; Michelangelo Fiorentino; Giorgia Gri – Advances in Physiology Education, 2025
Because of the recent pandemic, new teaching methods have been trialed, even in traditional disciplines such as histopathology that typically involve extensive hands-on laboratory work. In this study, we investigated the effects of three different learning modalities in histopathology teaching: optical microscopy, in-class virtual microscopy (VM),…
Descriptors: Pathology, Online Courses, Lecture Method, In Person Learning
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Li Ye; Jingyi Li; Simin Yang; Yongxin Hang – Interactive Learning Environments, 2024
Traditional pattern teaching is an important part of the art curriculum, but the pattern are complex and difficult to learn. While schema theory focuses on the integration, understanding and construction process of knowledge, AR technology can provide a three-dimensional and dynamic display of patterns, which has been used in teaching in recent…
Descriptors: Computer Simulation, Game Based Learning, Art Education, Instructional Effectiveness
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Feng Guang; Zong Xueliang – Education and Information Technologies, 2025
Traditional higher education in folk dance faces challenges such as limited resources and uneven teaching effectiveness. The introduction of Immersive Virtual Reality (IVR) technology offers potential solutions to these issues; however, there is a lack of research to substantiate its efficacy. Therefore, this study aims to explore the application…
Descriptors: Computer Simulation, Computer Uses in Education, Folk Culture, Dance Education
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Pitchada Prasittichok; Suradet Jitprapaikulsarn; Khawanying Sriprasertpap; Gwo-Jen Hwang – Cogent Education, 2024
Fostering students' knowledge and courage to face illegal or immoral problems is a critical aim in educational settings. However, it is challenging for students who lack knowledge and social experience to comprehend the sins behind the immoral cases and have the moral courage to deal with those problems. Therefore, in the present study, an…
Descriptors: Computer Simulation, Educational Games, Game Based Learning, Ethics
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Xuemei Ni; Kanyarat Sonsupap – Higher Education Studies, 2025
This study investigates the effectiveness of Virtual Simulation Systems (VSS) in improving cardiopulmonary resuscitation (CPR) training outcomes for vocational nursing students through a cluster randomized controlled trial. A total of 100 second-year nursing students from Sichuan Health Rehabilitation Vocational College were divided into an…
Descriptors: Nursing Students, Computer Simulation, First Aid, Nursing Education
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Sanzana, Mirza Rayana; Abdulrazic, Mostafa Osama Mostafa; Wong, Jing Ying; Ng, Kher Hui; Ghazy, Shams – Journal of Applied Research in Higher Education, 2022
Purpose: This paper presents an educational virtual reality (VR) game and experiments with different methods of including it into the teaching process. The purpose of this research study is to discover if immersive VR games can be used as an effective pedagogical tool if blended with traditional lectures by assisting learning gain, memory and…
Descriptors: Lecture Method, Computer Simulation, Game Based Learning, College Students
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Paulina Pui Yun Wong; Gary Wai Chung Wong; Piyasuda Pangsapa; Daniel Jiandong Shen – Electronic Journal of e-Learning, 2024
The use of the metaverse in education has gained increasing attention as a potential supplement to traditional teaching methods. This study aimed to investigate the impact of experiential learning on students' intent to use metaverse learning platforms and to explore how the metaverse can support these approaches. The study included participants…
Descriptors: Computer Simulation, Educational Strategies, Experiential Learning, Game Based Learning
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Ying Sai – Interactive Learning Environments, 2024
In the era of multimedia digital education, virtual reality (VR) technologies have become extremely popular teaching tools. The research compares the learning outcomes of the VR students group using the VR4EDU virtual reality application with the learning outcomes of the control students group taking the traditional online music lessons. The…
Descriptors: Electronic Learning, Music Education, Multimedia Materials, Educational Technology
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Yu-Cheng Lin; Huei-Tse Hou – Interactive Learning Environments, 2024
The integration of augmented reality (AR) and game-based learning could increase interaction in educational games and provide more learning guidance in higher education courses. This study developed an AR educational board game that featured cognitive scaffolding, immediate feedback, and collaborative interaction. The study also analyzed and…
Descriptors: Instructional Effectiveness, Scaffolding (Teaching Technique), Computer Simulation, Educational Technology
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