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Mengshi Xiao; Weizi Li; Lei Han; Shasha Zheng – Journal of Computer Assisted Learning, 2025
Background: In multimedia learning environments, pedagogical agents have emerged as an innovative tool to enhance digital instruction, yet optimising their design for maximal learning effectiveness remains underexplored. Objectives: This study aimed to investigate how specific design elements of pedagogical agents, namely appearance and voice…
Descriptors: Multimedia Instruction, Instructional Design, Computer Simulation, Student Attitudes
Ernesto Pacheco-Velazquez; Virginia Rodés Paragarino; Leonardo David Glasserman; Martina Carlos Arroyo – Journal of International Education in Business, 2024
Purpose: Higher education is undergoing a significant transformation, demanding a rethinking of instructional methods, the establishment of novel assessment frameworks and the incorporation of state-of-the-art technologies to advance the development of learning competencies. The use of simulations is an alternative that offers satisfactory results…
Descriptors: Foreign Countries, Higher Education, Teaching Methods, Independent Study
Jing Chen; Nur Azlina Mohamed Mokmin; Qi Shen; Hanjun Su – Education and Information Technologies, 2025
The History of Design course is a foundational component for art and design students; however, many students perceive it as abstract and unengaging, mainly due to its highly conceptual nature and traditional lecture-based teaching methods. To address these challenges, this study investigates the impact of AI-generated virtual instructors and a…
Descriptors: Artificial Intelligence, Technology Uses in Education, Design, Computer Simulation
Katerina Nerantzaki; Polykarpos Meladianos – Journal of Interactive Learning Research, 2025
Virtual reality (VR) technology has greatly expanded its role in education. It provides immersive experiences that enhance learning across various disciplines. Understanding the role of emotions in technology-based learning environments is crucial for improving educational outcomes. This study aimed to explore how VR environments evoke university…
Descriptors: Computer Simulation, Technology Uses in Education, Emotional Response, Undergraduate Students
Agbo, Friday Joseph; Olaleye, Sunday Adewale; Bower, Matt; Oyelere, Solomon Sunday – Smart Learning Environments, 2023
Researchers are increasingly exploring educational games in immersive virtual reality (IVR) environments to facilitate students' learning experiences. Mainly, the effect of IVR on learning outcomes has been the focus. However, far too little attention has been paid to the influence of game elements and IVR features on learners' perceived…
Descriptors: Student Attitudes, Technology Uses in Education, Cognitive Processes, Teaching Methods
Xin Gong; Weiqi Xu; Shufan Yu; Jingjing Ma; Ailing Qiao – British Journal of Educational Technology, 2025
Tangible programming tools have become a mainstream teaching aid in gamification programming learning (GPL) due to their interactivity and ability to enhance novice learners' computational thinking and spatial reasoning skills. However, comparing the relative efficacy of different programming tools that simultaneously support these skills was not…
Descriptors: Computation, Thinking Skills, Spatial Ability, Gamification
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
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
Jeffrey A. Greene; Christina Hollander-Blackmon; Eric A. Kirk; Victor M. Deekens – Journal of Educational Psychology, 2024
More and more, people are abandoning the active pursuit of news, assuming instead that important information will be pushed to them via their social media networks. This approach to news makes people susceptible to the vast amounts of misinformation online, yet research on the effects of this kind of engagement is mixed. More research is needed on…
Descriptors: Cognitive Processes, COVID-19, Pandemics, Decision Making
Xiaozhe Yang; Pei-Yu Cheng; Xin Liu; Sheng-Pao Shih – Education and Information Technologies, 2024
This paper presents a new art metaverse prototype, constructed using virtual reality technology to create an immersive scene with a specific artistic style and integrate virtual avatar technology to allow interaction with characters in the art painting. Ninety-six college students participated in the study, divided into two groups: the virtual…
Descriptors: Computer Simulation, Simulated Environment, Art Education, Technology Uses in Education
Huang, Yizhen; Richter, Eric; Kleickmann, Thilo; Richter, Dirk – British Journal of Educational Technology, 2023
Video is a widely used medium in teacher training for situating student teachers in classroom scenarios. Although the emerging technology of virtual reality (VR) provides similar, and arguably more powerful, capabilities for immersing teachers in lifelike situations, its benefits and risks relative to video formats have received little attention…
Descriptors: Video Technology, Computer Simulation, Self Efficacy, Classroom Techniques
Christen G. Page; Ryan E. Boyd; Lauren P. Mantle; Kayden E. Rapson – Journal on Excellence in College Teaching, 2024
Individuals with dementia require person-centered care. Healthcare education aims to prepare future professionals to implement this practice. Simulation-based training, as a component of experiential learning theory, promotes realistic learning opportunities revealing increased knowledge, comfort, and confidence for students. This study examined…
Descriptors: Simulation, Allied Health Personnel, Speech Language Pathology, Allied Health Occupations Education
Wang, Wei-Tsong; Lin, Ying-Lien; Lu, Hsin-En – Education and Information Technologies, 2023
Students are commonly in a high cognitive load state when they encounter sophisticated knowledge. Whether the novel augmented reality (AR) technology can be utilized in an online learning course to explain complicated scientific concepts in a more understandable manner to students during the COVID-19 period is an unaddressed issue. This study aims…
Descriptors: Computer Simulation, Online Courses, COVID-19, Pandemics
Bin Shen; Zhijie Wang; Xiaowen Zhong; Michael Yi-Chao Jiang; Morris Siu-Yung Jong – Asia-Pacific Education Researcher, 2024
Although research into the educational benefits of Spherical Video-based Virtual Reality (SVVR) has gained popularity in traditional face-to-face English-as-a-Foreign-Language (EFL) class, little is known about whether this immersive, interactive, and imaginative teaching-assisted technology could facilitate learning in online EFL settings in the…
Descriptors: Learner Engagement, Electronic Learning, English (Second Language), Second Language Learning
Zhong, Baichang; Zheng, Jijun; Zhan, Zehui – Interactive Learning Environments, 2023
This study examined the effects of virtual and physical robots (VPR) using in different learning stages (simple session/complex session) in a robotics programming course. A quasi-experimental design was implemented with 84 junior high school students from two classes. One class with 44 students used combination of VPR strategy for learning,…
Descriptors: Robotics, Programming, Junior High School Students, Educational Technology

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