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Showing 1 to 15 of 100 results Save | Export
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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
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Jordan Tinsley; Amanda Stead; Brittany Halladay – Perspectives of the ASHA Special Interest Groups, 2024
Purpose: This study aimed to explore students' learning outcomes as a result of participating in a simulated aphasia escape room related to (a) the development of aphasia assessment and treatment self-efficacy, (b) students' perceptions of the experience, and (c) overall student performance on escape room tasks. Method: Thirty-six first-year…
Descriptors: Self Efficacy, Aphasia, Graduate Students, Computer Simulation
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Shu-Hao Wu; Morris Siu-Yung Jong; Chin-Chung Tsai – Education and Information Technologies, 2025
Spherical video-based virtual reality (SVVR) offers teachers an accessible means to use virtual reality. However, research into the effects of learning materials in teacher-developed SVVR activities on student learning remains limited. This study recruited 33 elementary school teachers and the 841 students in their classes. This study classified…
Descriptors: Learner Engagement, Hierarchical Linear Modeling, Computer Simulation, Technology Uses in Education
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Pattarapol Yamwongsri; Hsiu-Ling Chen – Journal of Educational Computing Research, 2025
Inquiry-Based Learning (IBL) is known to develop advanced cognitive skills, particularly in complex subjects like geography. However, integrating Spherical Video-Based Virtual Reality (SVVR) with IBL remains underexplored. This study proposed an SVVR-based IBL approach to enhance geography education for high school students in Thailand. A…
Descriptors: Computer Simulation, Video Technology, Active Learning, Inquiry
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Rafiq, Arif Ainur; Triyono, Mochamad Bruri; Djatmiko, Istanto Wahyu – Waikato Journal of Education, 2022
In education, particularly vocational higher education, student involvement is a challenge. Teachers can use virtual reality to bring real-life events into the classroom, encouraging active learning and student participation. Virtual Reality (VR) can be employed in various ways using a simple, easy and helpful application that can be difficult to…
Descriptors: College Students, Vocational Education, Learner Engagement, Computer Simulation
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Basu, Debarati; Lohani, Vinod K. – European Journal of Engineering Education, 2023
In this study, we investigated students' learning outcomes and engagement with an online laboratory called Online Watershed Learning System (OWLS) employed within a classroom and explored the relationship between learning outcome and engagement. The OWLS is the web interface for a real-time environmental monitoring system and integrates a…
Descriptors: Computer Simulation, Laboratories, Outcomes of Education, Learner Engagement
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Ruberto, Thomas; Mead, Chris; Anbar, Ariel D.; Semken, Steven – Journal of Geoscience Education, 2023
Field learning is fundamental in geoscience, but cost, accessibility, and other constraints limit equal access to these experiences. As technological advances afford ever more immersive and student-centered virtual field experiences, they are likely to have a growing role across geoscience education. They also serve as an important tool for…
Descriptors: Comparative Analysis, Field Trips, Electronic Learning, In Person Learning
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Jared P. Canright; Suzanne White Brahmia – Physical Review Physics Education Research, 2024
We report on a study of the effects of laboratory activities that model fictitious laws of physics in a virtual reality environment on (i) students' epistemology about the role of experimental physics in class and in the world; (ii) students' self-efficacy; and (iii) the quality of student engagement with the lab activities. We create…
Descriptors: Physics, Science Instruction, Self Efficacy, Computer Simulation
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Meng-Lei Monica Hu; Hao-Chiang Koong Lin; Yu-Hsuan Lin; Yu-Hsi Yuan – Innovations in Education and Teaching International, 2025
Technical culinary skills are fundamental competencies for professional chefs. Consequently, demonstrating and enhancing these skills pose significant challenges within culinary education. This study aims to develop a virtual reality (VR) system for culinary skill development and assess its effectiveness when integrated into a hospitality…
Descriptors: Computer Simulation, Technology Uses in Education, Outcomes of Education, Cooking Instruction
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Sakthi-Velavan, Sumathilatha; Zahl, Sarah – Anatomical Sciences Education, 2023
Virtual microscopy podcasts (VMPs) are narrative recordings of digital histology images. This study evaluated the outcomes of integrating the VMPs into teaching histology to osteopathic medical students. The hypothesis was that incorporating virtual microscopy podcasts as supplementary histology resources to the curriculum would have a positive…
Descriptors: Audio Equipment, Comparative Analysis, Teaching Methods, Outcomes of Education
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Jasmin Bastian; Christian Toth; Christina Wolf – International Association for Development of the Information Society, 2022
The authors developed, implemented, and evaluated a digital simulation game for media education in teacher training. The aim of the simulation game is to simulate decision-making processes in schools for the implementation of hybrid teaching in the context of the pandemic. The question is whether the participation in a digital simulation games…
Descriptors: Computer Games, Computer Simulation, Media Education, Blended Learning
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Ghanbarzadeh, Reza; Ghapanchi, Amir Hossein – Education and Information Technologies, 2021
Three-Dimensional Virtual World (3DVW) is one of the promising innovations in the field of information and communication technologies. 3DVWs include user-created content, and they allow for user-defined purpose and a sense of presence. Users are able to navigate in and manipulate objects within the virtual environment through their avatar. This…
Descriptors: Outcomes of Education, Computer Simulation, Student Attitudes, Student Participation
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Aiman K. Rakhmetova; Gulzhamila Meiirova; Didara T. Balpanova; Ainash K. Baidullayeva; Dina E. Nurmakhanova – Journal of Technology and Science Education, 2024
This study investigates the efficacy of incorporating neuropedagogical elements into virtual simulators for advanced chemistry education in universities. Utilizing a mixed-method approach, it uses questionnaires completed by 50 organic chemistry students. These questionnaires included both general and Likert scale questions, focusing on students'…
Descriptors: Foreign Countries, College Students, Organic Chemistry, Neurosciences
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Jan Oliver Wallgrün; Jack Shen-Kuen Chang; Jiayan Zhao; Peter Trenham; Pejman Sajjadi; Mark Simpson; Alexander Klippel – Journal of Biological Education, 2024
Virtual field trips are transforming education in biology and other place-based disciplines -- and not just since COVID-19 has imposed social distancing constraints. Efficient methods for content creation, combined with affordable immersive technology, provide the opportunity to integrate immersive experiences into ever-larger classes. However,…
Descriptors: Place Based Education, Computer Simulation, COVID-19, Pandemics
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Belén Cristina Domínguez Vázquez; José Luis Díaz Palencia – Pedagogical Research, 2024
This study explores the integration of virtual reality (VR) in geometry education and examines the immersive platform's potential to enhance student engagement and understanding through a case report. While students appreciated the interactive and collaborative aspects of VR, they also faced challenges such as VR sickness and technical issues.…
Descriptors: Geometry, Mathematics Instruction, Teaching Methods, Computer Simulation
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