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Andrea Armour Trudeau – ProQuest LLC, 2024
With virtual reality (VR) tools becoming increasingly prevalent in K-12 schools today, educators now possess the means to transport students to digitally simulated times and places without ever leaving the classroom. However, current application of this experiential technology is in its nascent stage and subsequent research is often limited to…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Grade 7
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Luca Botturi; Tiffany Fioroni; Chiara Beretta; Davide Andreoletti; Alessandro Ferrari; Felipe Cardoso; Anna Picco-Schwendener; Suzanna Marazza; Silvia Giordano – Educational Technology Research and Development, 2024
Privacy is a central issue in the digitalization of society and directly concerns all Internet users. Privacy education is part of the picture of a more just digital society: it aims at making users more aware of the importance of their data and of the technical and financial tools and processes that involve their personal data. Nonetheless,…
Descriptors: Computer Simulation, Privacy, Internet, Student Behavior
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Marjorie Ceballos; Krista Bixler – Journal of Educational Supervision, 2024
Educational leadership preparation programs are tasked with advancing the development of future educational leaders' instructional capacities, including the ability to engage teachers in instructional conversations through instructional coaching. The educational leadership program studied here includes a mixed reality experience designed to…
Descriptors: Coaching (Performance), Skill Development, Instructional Leadership, Administrator Education
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Tania Heap; Regina Kaplan-Rakowski; Audon Archibald – Educational Technology & Society, 2024
Understanding blindness or imagining being blind can be challenging for individuals without visual impairments. One of the affordances of high-immersion virtual reality (VR) is its ability to build empathy and facilitate perspective-taking. VR can be potent when providing narrative, experience-laden education that exposes users to ideas and…
Descriptors: Computer Simulation, Blindness, Technology Uses in Education, Empathy
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Yohan Hwang; Je-Young Lee – SAGE Open, 2024
This study aims to analyze the experiences of creating the metaverse classroom on pre-service EFL (English as a Foreign Language) teachers' technological acceptance and affordance, as well as their perception of its potential for language learning and teaching. To achieve this purpose, this study utilized an in-depth analysis of survey and…
Descriptors: Preservice Teachers, Language Teachers, Second Language Instruction, English (Second Language)
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Igor Kotlyar; Noel J. Pearse; Joe Krasman – Discover Education, 2024
AI-based simulations for educational and assessment purposes are gaining global recognition. Informed by cultural comparison research, this study investigates cross-country variations in users' utilization and perceptions of a simulation-based assessment. Specifically, we conducted a comparative analysis between a sample of South African and…
Descriptors: Foreign Countries, Undergraduate Students, Artificial Intelligence, Computer Simulation
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Gilbert Dizon; Daniel Tang – The EUROCALL Review, 2024
Some people believe that immersive virtual reality (VR) and, by extension, the metaverse, will become integral parts of daily life. There have also been suggestions that the metaverse could become a virtual world where language learners have alternate identities as second language (L2) speakers. Considering the potential implications of immersive…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Student Experience
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Lisa Hammershaimb – OTESSA Conference Proceedings, 2024
Asynchronous capstone courses often lack clear opportunities for students to gain confidence in applying skills they've learned throughout their program of study. To counteract this, I developed an HR capstone simulation course. Through the experience, I learned the power of low-tech role play to reinvigorate the online capstone experience. To…
Descriptors: Capstone Experiences, Role Playing, Computer Simulation, Student Attitudes
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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
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Megan J. Hennessey; Erica Haglund; Audrey Ross; Linda Brent – Innovative Higher Education, 2025
This exploratory study considered students' perceptions of their learning experiences at a U.S. military chaplain college across multiple cohorts over five years to discover possible connections between student learning and the use of immersive learning technologies. Data sources included end-of-course survey results from 490 professional…
Descriptors: Student Attitudes, Technology Uses in Education, Military Service, Military Personnel
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Rafael Herrero-Álvarez; Rafael Arnay; Eduardo Segredo; Gara Miranda; Coromoto Leon – IEEE Transactions on Learning Technologies, 2025
RoblockLLy is an educational robotics simulator designed for primary and secondary school students, whose goal is to increase their interest in science, technology, engineering, and mathematics. In the particular case of computer science, it allows developing computational thinking skills. It has been designed with ease of use in mind. This free…
Descriptors: Secondary School Students, STEM Education, Computer Science Education, Robotics
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Tim Bauermeister; Nina Janßen; John-Oliver Engler – Education and Information Technologies, 2025
Digital learning environments such as virtual laboratories have been proposed to augment or even replace conventional forms of teaching in recent years. While there is some evidence on comparable learning outcomes between real and virtual labs, empirical evidence on the effectiveness of virtual labs as compared to conventional face-to-face…
Descriptors: Conventional Instruction, Electronic Learning, Case Studies, Foreign Countries
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Gayathri Sadanala; Xinhao Xu; Hao He; Jhon Bueno-Vesga; Shangman Li – Distance Education, 2025
With the increasing use of virtual reality (VR) technology in education, it is crucial to understand the factors that affect its effectiveness. One area where VR has been utilized is in online orientation, which can be especially beneficial for distant students to start their university programs. This study examines the impact of the learner…
Descriptors: Distance Education, Educational Technology, Technology Uses in Education, Program Effectiveness
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Rachel Jumper; Lisa Mize; Flóra Faragó; Jennifer Cantu – Journal of Family and Consumer Sciences, 2025
This paper explores how a fully online program at a primarily residential university developed an experiential learning field trip to align with university and department strategic plan goals. The development, organization, and assessment of the field trip experience is discussed in detail. In addition, data were collected from student and faculty…
Descriptors: Online Courses, Experiential Learning, Strategic Planning, Departments
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Randa G. Keeley; Maria B. Peterson-Ahmad; Schuyler Beecher – Journal of the American Academy of Special Education Professionals, 2025
Technology integration throughout educator preparation programs is an essential component that allows pre-service teachers to learn how to better facilitate and become proficient in pedagogical practices that can enhance teaching skills to support students with varied abilities. One approach to assisting pre-service teachers develop teaching…
Descriptors: Preservice Teacher Education, Educational Technology, Technology Integration, Computer Simulation
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