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Karacan, Cemil Gökhan; Akoglu, Kemal – Shanlax International Journal of Education, 2021
The purpose of this paper is to present a review of Augmented Reality (AR) technology as an educational tool for foreign language education. Following a short yet comprehensive literature review, the paper reviews educational AR technology in terms of learning theories, learning pedagogies, teachers, students, culture, infrastructure, and…
Descriptors: Educational Technology, Technology Integration, Computer Simulation, Handheld Devices
Reich, Ann; Rooney, Donna; Lizier, Amanda L. – International Journal of Training Research, 2021
Technology-enhanced learning and blended learning delivery have been growing in popularity in vocational education and training contexts. Different technology integration frameworks have been developed to assess the extent and nature of this technology integration for learning, using frameworks primarily developed in school and higher education…
Descriptors: Educational Technology, Technology Uses in Education, Vocational Education, Technology Integration
Modding Europa Universalis IV: An Informal Gaming Practice Transposed into a Formal Learning Setting
Loban, Rhett – E-Learning and Digital Media, 2021
This article explores the use of modding as a formal tool for learning history. The article examines data from a formal analysis of Europa Universalis IV (EUIV), a survey of 331 EUIV forum participants and a case study of 18 university participants. Significant quantitative survey data indicated that 45% (149/331) of participants had modified…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, College Students
Gómez-García, Gerardo; Hinojo-Lucena, Francisco-Javier; Alonso-García, Santiago; Romero-Rodríguez, José-María – Education Sciences, 2021
Mobile learning is a resource that can enhance the teaching-learning process of students and improve the training of future teachers. Specifically, augmented reality (AR) technology allows for immersive and experiential learning without the need to leave the classroom. The purposes of this paper were to apply AR technology in the training of…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
Piro, Jody S.; O'Callaghan, Catherine – International Journal of Leadership in Education, 2021
The purpose of this study was to explore how aspiring school leaders grappled with threshold concepts related to educational leadership within mixed reality simulations. An exploratory collective case study was used to understand the experiences of the participants (n = 12) who practiced mixed reality simulations of conferences with subsequent…
Descriptors: Computer Simulation, Administrator Education, Undergraduate Students, Student Attitudes
Chen, Julian ChengChiang – Australian Review of Applied Linguistics, 2021
This study intends to examine English as a foreign language (EFL) learners' attitudes toward practicing English in Second Life (SL) and to unpack the effects of avatar identities on EFL learners' sense of self-efficacy and language practices. Nine EFL learners worldwide participated in a task-based course in SL, using avatars to carry out…
Descriptors: Computer Simulation, Identification (Psychology), Self Efficacy, Language Usage
Yildirim, Fatih Serdar – International Journal of Curriculum and Instruction, 2021
The aim of this study was to determine the effectiveness of the Science teaching process to middle school students using teaching materials prepared via augmented reality (AR) technology. In the experimental study, 61 sixth grade students at a middle school in Antalya in the 2019-2020 academic year were selected randomly, and the mixed research…
Descriptors: Instructional Effectiveness, Computer Simulation, Teaching Methods, Science Instruction
Leung, Promail K. Y.; Cheng, Maurice M. W. – Journal of Educational Technology Systems, 2021
Students nowadays grow up with electronic devices and are adept at navigating the virtual world. Practical activities may be more of a novelty for them than simulations. Using the topic of electric circuits as a context, we examined the ways in which Grade 11 students perceived and learned from practical work and simulations, respectively. In this…
Descriptors: Grade 11, Experiential Learning, Computer Simulation, Electronic Equipment
Yap, Wei Hsum; Teoh, Ming Li; Tang, Yin Quan; Goh, Bey-Hing – Biochemistry and Molecular Biology Education, 2021
This study presents an evaluation of integrating virtual laboratory simulations in assessment design of a biotechnology course at Taylor's University in Malaysia before, during and post-COVID recovery phases. The purpose was to investigate how virtual laboratory simulations were integrated as part of the assessments of a practical-embedded…
Descriptors: Virtual Classrooms, Computer Simulation, COVID-19, Pandemics
Ling, Yizhou; Zhu, Pengfei; Yu, Jiayan – Educational Technology Research and Development, 2021
Considering the individual differences in previous content knowledge, skill, and attitude, which types of learners are suitable for AR is a valuable but complex question. The study used quasi-experimental design, and divided 97 10th-grade students into two groups: traditional group (N = 48) and AR group (N = 49), who participated in 4-week organic…
Descriptors: Computer Simulation, Technology Integration, Organic Chemistry, Science Instruction
Wright, Lyniesha; Oliver-Hoyo, Maria – Journal of Chemical Education, 2021
An augmented reality (AR) application and an activity worksheet have been developed to support students in visualizing the concepts involved when solving [superscript 1]H NMR problems. This instructional resource was designed to encourage conceptual problem-solving and prevent memorization by eliminating the use of chemical shift tables. It uses…
Descriptors: Science Instruction, Computer Simulation, Molecular Structure, Problem Solving
Bhagwat, Kishor; Kumar, Prem; Delhi, Venkata Santosh Kumar – Journal of Civil Engineering Education, 2021
Safety training and assessment programs play a key role in inducing safe behavior on construction sites. The traditional training methods are fraught with limitations. The advent of visualization technologies such as building information modeling (BIM) and virtual reality (VR) lay a great promise in imbuing vigor in the training and assessment…
Descriptors: Usability, Visualization, Safety, Computer Simulation
Jauregi-Ondarra, Kristi; Gruber, Alice; Canto, Silvia – Research-publishing.net, 2021
Social Virtual Reality (VR) applications enable real-time interpersonal conversation and allow users to perform activities together. They have the potential of changing the ways learners practise speaking a foreign language. Following a previous study (Jauregi Ondarra, Gruber, & Canto, 2020), we designed the present study to explore how…
Descriptors: Intercultural Communication, Second Language Learning, Second Language Instruction, Computer Simulation
Meghan Lindsey Cook – ProQuest LLC, 2021
Experiential learning exercises, such as field trips, are a common pedagogical practice in geoscience curriculums. Their purpose is to facilitate the transfer of knowledge gained in a classroom or lab setting into a field setting, but can be considered a barrier for entry into the geosciences for those with disabilities, caregiver/employment…
Descriptors: Earth Science, Field Trips, Experiential Learning, Computer Simulation
Mark Frydenberg; David J. Yates; Andre Noonan – Information Systems Education Journal, 2024
This paper explores the course design and implementation of a first-year discovery seminar on "Living in the Metaverse" offered at a business university. Integrated with standardized college-readiness topics, the course combines hands-on activities with collaborative assignments and class discussions to present a multidisciplinary…
Descriptors: Pedagogical Content Knowledge, Technological Literacy, Interdisciplinary Approach, First Year Seminars

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