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Azetu Azashi Agyo; Emmanuel John Anagu – International Journal of Technology in Education and Science, 2025
As educational needs change, gamified immersive virtual reality (I-VR) can enhance learning by making it more interactive. Immersive virtual reality is used more in science than in the humanities. This study uses the Theory of Planned Behavior (TPB) to explore factors that affect students' intentions to use gamified I-VR, particularly in…
Descriptors: Gamification, Computer Simulation, Literacy, English Instruction
Monnet, Fanny; Ergler, Christina; Pilot, Eva; Sushama, Preeti; Green, James – Policy Futures in Education, 2022
Qualitative work with students who use prescription medicines for academic purposes is limited. Thus, a more nuanced understanding of tertiary students' experiences is urgently needed. Our study -- which draws on five semi-structured interviews with New Zealand university students, complemented with information from local newspapers, blog entries…
Descriptors: Foreign Countries, College Students, Drug Use, Performance
Seroussi, Dominique-Esther; Sharon, Rakefet – International Education Studies, 2017
As a contribution to the efforts to understand the influence of peer presence on self-regulated learning, this paper studies students' reaction to a project-based activity, the final product of which was a scientific communication to peers. In this activity, "peer lecturing," the students formulate a question on a topic linked to the…
Descriptors: Student Projects, Peer Influence, Teaching Methods, Metacognition
Bauer, Christopher F. – Journal of Chemical Education, 2008
The development of a 20-item semantic differential assessment instrument for measuring student attitudes toward the subject of chemistry is described (Attitude toward the Subject of Chemistry Inventory-ASCI). Instrument subscales and survey items pertain to interest and utility, anxiety, intellectual accessibility, emotional satisfaction, and…
Descriptors: Majors (Students), Student Attitudes, Semantics, Chemistry

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