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Kan, Ayse Ülkü; Özmen, Erhan – African Educational Research Journal, 2021
The purpose of this research is to determine the effect of course material developed with augmented reality (AR) technology in teaching subjects related to coding on students' academic achievement, their level of permanence in learning and their opinions on the process. The mixed method was used in the study. In the quantitative dimension of the…
Descriptors: Computer Simulation, Teaching Methods, Academic Achievement, Student Attitudes
Sukotjo, Cortino; Schreiber, Stephanie; Li, Jingyao; Zhang, Menghan; Chia-Chun Yuan, Judy; Santoso, Markus – Education Sciences, 2021
(1) Introduction: New and innovative approaches to dental education have continued to improve with time. The coronavirus disease 2019 (COVID-19) pandemic forced dental education to change as social distancing implementations were enforced. Virtual reality was used as a resource before the COVID-19 pandemic, and it has become more essential due to…
Descriptors: Medical Education, Medical Students, Student Attitudes, Computer Simulation
Eutsler, Lauren; Long, Christopher S. – Educational Technology & Society, 2021
To improve understanding of preservice teacher acceptance and integration of virtual reality into science,?this study examined?individual?concerns to integrate?virtual reality into science instruction before and after a hands on intervention with virtual reality. Framed by the?Concerns-Based Adoption Model?using a mixed-method design, preservice…
Descriptors: Preservice Teachers, Computer Simulation, Science Instruction, Technology Integration
Alvarez-Marin, Alejandro; Velazquez-Iturbide, J. Angel – IEEE Transactions on Learning Technologies, 2021
Augmented reality (AR) for learning is a relevant topic that has recently received considerable attention. However, the current literature lacks a survey of AR-based educational approaches and experiences in the specific field of engineering studies. Five research questions were addressed: RQ1) engineering studies where AR is used; RQ2) types of…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Engineering Education
Udeozor, Chioma; Toyoda, Ryo; Russo Abegão, Fernando; Glassey, Jarka – Higher Education Pedagogies, 2021
Virtual Reality (VR) games and simulations are increasingly being used to provide highly interactive, engaging and contextual learning experiences for learners in otherwise risk-prone environments, such as those obtained in chemical engineering and industrial domains. Understanding the intention of users towards this technology for education and…
Descriptors: Computer Simulation, Game Based Learning, Chemical Engineering, Engineering Education
Iqbal A. Rizki; Nadi Suprapto; Hanandita V. Saphira; Yusril Alfarizy; Riski Ramadani; Aulia Dwi Saputri; Dewi Suryani – Journal of Pedagogical Research, 2024
Low levels of critical thinking skills and learning motivation, particularly in physics learning, pose significant challenges that must be promptly addressed to ensure students' future success. To tackle this issue, the present study endeavors to develop a Cooperative Model, Digital Game, and Augmented Reality (CAP)-based learning, which is both…
Descriptors: Foreign Countries, High School Students, Physics, Game Based Learning
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
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
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
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
Shao-Ting Alan Hung; Wan-Ju Chen; Shu-Yun Chien – Interactive Learning Environments, 2024
English speaking has been seen as a challenge for many English as a foreign language (EFL) learners, since they have limited chances to practice English-speaking skills. Therefore, it is essential to provide learners with adequate English-speaking contexts. To address this issue, this study integrated virtual reality (VR) into English speaking…
Descriptors: English (Second Language), Business Communication, Computer Simulation, Speech Skills
Francheska M. Garcia – ProQuest LLC, 2024
Healthcare professionals and individuals underutilize substance use screenings, driving exploration of innovative approaches like virtual agent-guided screening. This study assessed the virtual counselor app's equivalence to in-person evaluation for substance use screening. Participants also completed a user experience questionnaire and a…
Descriptors: Intervention, Screening Tests, Substance Abuse, Health Services
Chengliang Wang; Xiaojiao Chen; Yifei Li; Pengju Wang; Haoming Wang; Yuanyuan Li – Journal of Educational Computing Research, 2025
This study explored the impact of MetaClassroom, a virtual immersive programming learning environment designed based on the three-dimensional learning progression (3DLP) concept, on students' multidimensional development. Utilizing a quasi-experimental research design, this study compared students' programming learning achievements (PLA),…
Descriptors: Programming, Computer Science Education, Metacognition, Computer Simulation
Oliveira, Ana; Wainman, Bruce; Palombella, Andrew; Rockarts, Jasmine; Wojkowski, Sarah – Anatomical Sciences Education, 2023
Interprofessional learning improves students' clinical and interprofessional competencies. COVID-19 prevented delivering in-person education and motivated the development of a virtual interprofessional cadaveric dissection (ICD) course. This study reports on the effects of a virtual ICD course compared to a previously delivered in-person course,…
Descriptors: COVID-19, Pandemics, School Closing, Computer Simulation
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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