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Aitor Ruiz de la Torre Acha; Rosa María Rio Belver; Javier Fernandez Aguirrebeña; Christophe Merlo – Education & Training, 2024
Purpose: This study explores the impact of new technologies, such as simulation and virtual reality, on the pedagogy and learning of engineering students. It aims to compare the effectiveness of these digital tools against traditional teaching methods in enhancing student learning experiences. Design/methodology/approach: Utilizing a quantitative…
Descriptors: Computer Simulation, Information Technology, Engineering Education, Learning Processes
Abbas, Yawar; Martinetti, Alberto; Nizamis, Kostas; Spoolder, Steven; van Dongen, Leo A. M. – Interactive Learning Environments, 2023
In response to the industrial world becoming more complex and the recent social distancing caused by the COVID-19 outbreak, emerging technologies such as Virtual Reality (VR) are gaining importance for industrial training. The novelty, however, does not lie in the sole use of VR-based technology but rather in its adaptive and flexible nature. This…
Descriptors: Teaching Methods, Computer Simulation, Industrial Training, Electronic Learning
Mello, Débora Amaral Taveira; Neves, Marcos Cesar Danhoni; Mello, Alexandre José Tuoto Silveira; dos Santos, Giovana Blitzkow Scucato – Science & Education, 2023
Science museums have demonstrated over time, and through various academic researches, to be a favorable environment to awaken the desire to learn more about scientific content, bringing visitors closer to artifacts and concepts in a different way than any other media can offer. In this research, we investigate how the public interacts with the…
Descriptors: Models, Museums, Computer Simulation, Science Education
Bölek, Kerem A.; De Jong, Guido; Van der Zee, Catharina E. E. M.; Cappellen van Walsum, Anne-Marie; Henssen, Dylan J. H. A. – Anatomical Sciences Education, 2022
The use of augmented reality (AR) in teaching and studying neuroanatomy has been well researched. Previous research showed that AR-based learning of neuroanatomy has both alleviated cognitive load and was attractive to young learners. However, how the attractiveness of AR effects student motivation has not been discovered. Therefore, the…
Descriptors: Student Motivation, Computer Simulation, Neurology, Anatomy
Damola Olugbade; Solomon Sunday Oyelere; Friday Joseph Agbo – Education and Information Technologies, 2024
A computer-based simulation is a viable approach for integrating the basics of science and technology in Junior Secondary. This study examined the impact of PhET on students' academic performance as well as students' motivation toward Basic Science and Technology. The study also investigates how PhET influence students' attitudes toward Basic…
Descriptors: Academic Achievement, Student Motivation, Science Education, Technology Education
Georgios Lampropoulos; Kinshuk – Educational Technology Research and Development, 2024
This study aims to analyze the use of virtual reality and gamification in education by examining the existing literature. In addition to virtual reality, this study focuses on gamified virtual reality learning environments which refer to virtual reality learning environments that integrate gamification elements and mechanisms. Based on the…
Descriptors: Literature Reviews, Gamification, Computer Simulation, Educational Environment
Fokides, Emmanuel; Kilintari, Eugenia – Education and Information Technologies, 2023
Holography is an emerging technology with interesting educational potential. Although the cost of devices able to display holograms is significant, there are alternative methods for producing pseudo-holograms with far less cost, such as 3D LED fan displays. Because the research regarding the impact these devices have on learning is limited, we…
Descriptors: Technology Uses in Education, Visual Aids, Computer Simulation, Elementary School Students
Chyanna Wee; Lillian Yee Kiaw Wang; Huey Fang Ong – ACM Transactions on Computing Education, 2025
This study presents the development of a student-centric framework for utilizing virtual reality (VR) technologies in education, specifically focusing on enhancing computational thinking skills. While numerous frameworks exist in this domain, they often lack consideration of student preferences, which are integral for fostering learner autonomy.…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Computation
Hayder Faris Naji; Pinar Kullu; Sahin Emrah Amrahov – Education and Information Technologies, 2024
Augmented reality (AR) technology has opened up new possibilities for interactive and immersive learning experiences, where students can visualize abstract concepts and engage with digital objects in real-time. In this study, a real-time AR-based system is developed and, unlike other studies, incorporates sound effects that will play when the…
Descriptors: Computer Simulation, Production Techniques, Technology Uses in Education, Audiovisual Aids
Dutta, Rubina; Mantri, Archana; Singh, Gurjinder; Singh, Narinder Pal – Journal of Science Education and Technology, 2023
Digital electronics is a fundamental subject for engineering students, and it enables the students to learn design-based approaches and solve complex engineering problems. Students learn about minimization techniques for reducing the hardware components and size of the circuit by solving complex Boolean equations. The Karnaugh map (K-map) is one…
Descriptors: Computer Simulation, Flipped Classroom, Critical Thinking, Learning Motivation
Elisa Serrano-Ausejo – Digital Education Review, 2025
Immersive Virtual Reality (iVR) is increasingly being used in education for its ability to recreate vivid, realistic environments that enhance engagement and motivation. In history education, iVR is often considered when fostering emotional connection and empathy. However, its potential to support critical historical thinking, such as analysing…
Descriptors: Teacher Attitudes, Computer Simulation, Technology Uses in Education, History Instruction
Elizabeth Klein – Language and Literacy Spectrum, 2024
Play is essential to the healthy growth and development of children. As children play, they explore new roles, try out new ideas, and bond with each other. Play increases language, cognitive, and social skills. How can the power of play be harnessed and shaped for educational purposes? How can teachers infuse play into the classroom to improve…
Descriptors: Reading Instruction, Play, Teaching Methods, Reading Motivation
Yu-Jun Liao; Wernhuar Tarng; Tzu-Ling Wang – Education and Information Technologies, 2025
The purpose of this study is to examine the effects of employing an augmented reality (AR) lens imaging system on inquiry-based learning concerning junior high school students' science achievement, science learning motivation, and inquiry skills. For this purpose, an AR lens imaging learning system was developed specifically for the lens imaging…
Descriptors: Foreign Countries, Junior High School Students, Junior High School Teachers, Computer Simulation
Taw Kuei Chan – Education and Information Technologies, 2024
The synchronous hybrid learning model, which involves simultaneous face-to-face and remote learning, suffers from a disparity in the lesson experience and outcomes provided by the different learning modes. Moreover, the online medium allows little opportunity for teachers to exhibit non-verbal immediacy behaviours to improve cognitive engagement…
Descriptors: Computer Software, Learning Experience, Blended Learning, Teaching Methods
Qi Zhang – International Journal of Educational Technology in Higher Education, 2024
This study investigates how engagement (E), foreign language enjoyment (FLE), and ambiguity tolerance (AT) exert mediation/moderation in metaverse-based foreign language learning (FLL). Featuring augment/simulation-based experiences and self-fulfillment/external-control-oriented mechanics, metaverse provides virtualized interactive circumstances…
Descriptors: Second Language Learning, Second Language Instruction, Cognitive Style, Affective Behavior

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