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Kassinee Tupthong; Pinanta Chatwattana – Higher Education Studies, 2025
The architecture of the micro-learning platform mixed with gamification via metaverse is a research tool that was initiated by the concepts of micro-learning integrated with the gamification mechanism. It is intended to be employed as a guideline for the instruction management that encourages learners to perform self-learning with small or short…
Descriptors: Computer Simulation, Gamification, Creativity, Problem Solving
Paavola Satu; Laakso Minna; Saalasti Satu – Review Journal of Autism and Developmental Disorders, 2025
In this scoping review on 34 studies, we examined the use of immersive virtual reality (IVR) in neurodevelopmental disorders (NDD). IVR was mostly used in connection with autism spectrum disorder (ASD) for assessment of and intervention in social skills, and in attention deficit hyperactivity disorder (ADHD) for assessment of executive…
Descriptors: Computer Simulation, Neurodevelopmental Disorders, Autism Spectrum Disorders, Intervention
Adam Dabrowski; Ayako Yokogawa – Vocabulary Learning and Instruction, 2025
Flow is described as a state in which people become so involved or engrossed in an activity that nothing else seems to matter (Csikszentmihalyi, 2009). This state of consciousness seems to occur when a person is involved in a task and seemingly unable to stop. Flow states are marked by (a) a perceived balance of skills and challenge, (b)…
Descriptors: Computer Simulation, Game Based Learning, Vocabulary, Attention
Hironori Takeuchi; Kenji Matsuura; Tetsushi Ueta; Tomohito Wada – Journal of Educational Multimedia and Hypermedia, 2025
Basketball tactical patterns are typically taught using tools such as 2D tactical boards. Rapid decision-making in a team depends on the ability to connect two-dimensional (2D) third-person positions with three-dimensional (3D) first-person perspectives. This study develops a support system that offers a virtual environment to enhance the…
Descriptors: Computer Simulation, Visual Aids, Team Sports, Decision Making Skills
David M. Rehfeld; Payton DeMeyer; Abby Kugler; Kristin Pelczarski – Teaching and Learning in Communication Sciences & Disorders, 2025
Simulated learning experiences (SLEs) are becoming increasingly popular in communication sciences and disorders (CSD) training programs. This pilot study examines the relative effectiveness of delivering a SLE via standard computer or using virtual reality headsets for a more immersive learning experience. Seventy undergraduate CSD students were…
Descriptors: Communication Disorders, Undergraduate Students, Listening Skills, Skill Development
Kai-Hsin Tai; Jon-Chao Hong – Education and Information Technologies, 2025
Stellar observation, encompassing the study of star formation, stellar properties, and the governing physical laws, presents a readily accessible topic for many learners; however, many stargazing beginners may find it challenging. By applying the supplemental Gollin effect within animated display and the haptic effect of game-like play with a…
Descriptors: Computer Simulation, Astronomy, Self Efficacy, Interests
Meiyan Huang; Tang Yongquan – Journal of Computer Assisted Learning, 2025
Aim: In recent years, the integration of cutting-edge technology into professional sports training (ST) has revolutionized the way athletes prepare for competition. The study aims to quantitatively analyse the impact of cutting-edge technology on enhancing performance, efficiency, and outcomes in professional ST programs. Purpose: The purpose of…
Descriptors: Athletics, Technology, Influence of Technology, Training
Cynthia Y. Delgado; Richard E. Mayer – Journal of Computer Assisted Learning, 2025
Background: In recent years, immersive virtual reality in education has garnered attention, however, there have been mixed findings on the efficacy of IVR in education. Thus, exploring which strategies are effective in transferring learning from IVR to real-world applications is imperative. Objective: This study aims to investigate the efficacy of…
Descriptors: Computer Simulation, Experiential Learning, Instructional Effectiveness, Transfer of Training
Maurizio Costabile; Connie Caruso; Chris Della Vedova; Sheree Bailey; Layla Mahdi – Advances in Physiology Education, 2025
Science, technology, engineering, and mathematics (STEM) students are typically taught content delivered didactically and closely aligned with the laboratory demonstration of concepts, which facilitates the development of experimental skills. Because of the volume of content delivered across multiple courses, student cognitive abilities can be…
Descriptors: Computer Simulation, Computer Software, Learning Processes, Laboratory Training
Yu-Ting Chen; Xin-Xiang Wang; Ming Li; Mutlu Cukurova; Morris Siu-Yung Jong – Education and Information Technologies, 2025
Augmented reality (AR) has been regarded as a useful tool in writing education, with the goal of enhancing students' learning. However, questions still exist about the consistency of student motivation and their writing performance when participating in educational activities driven by AR. This study focused on AR-based writing courses, employing…
Descriptors: Computer Simulation, Simulated Environment, Physical Environment, Synthesis
Fatma Nur Özdemir; Hilal Karabulut; I. Afsin Kariper – Journal of Educational Research, 2025
This study was conducted in the laboratory and Metaverse environment with "Acids-Bases," a science subject related to the Metaverse, one of today's technologies. In line with the purpose of the research, the embedded design of the mixed research method, which combined quantitative and qualitative research methods, was used. The…
Descriptors: Secondary School Students, Grade 8, Science Laboratories, Student Experience
Simone Caso – International Journal of Training Research, 2025
The rapidly evolving domain of military space operations has become increasingly integral to national security and defense strategies. Emerging technologies, including artificial intelligence (AI), simulators and extended reality (XR) tools such as virtual reality (VR) and augmented reality (AR), are revolutionizing how military forces train and…
Descriptors: Armed Forces, Military Training, Artificial Intelligence, Computer Simulation
Gretchen Hoak – Journalism and Mass Communication Educator, 2025
Using virtual reality (VR), six journalism students were given training on how to cover a protest that turns violent. The goal was to investigate if VR could help increase awareness of and resilience to the physical and psychological dangers of journalistic work. Pre- and post-interviews were analyzed for themes associated with learning and…
Descriptors: Computer Simulation, Journalism, Trauma, Trauma Informed Approach
Andy Nguyen; Luna Huynh; Belle Dang; Sami Pohjolainen; Juho Mattila; Iikka J. Paajala; Ruut Tikkanen; Essi Lehto; Fedja Poikonen; Pasi Karppinen – Education and Information Technologies, 2025
The metaverse has gained considerable attention and enormous investments in recent years and is increasingly recognized as a critical domain for future interactions and communications. Despite its growing importance, there is a notable lack of research on metaverse literacy, especially in education and training. This study aims to conceptualize…
Descriptors: Computer Simulation, Computer Uses in Education, Digital Literacy, Experiential Learning
Maxwell Tsoka; Jeanne Kriek – Athens Journal of Education, 2025
Digital technology (DT) does not come with a 'menu' of what teachers can select to transform their instructional practices; it is through use and reflection in/on practice that potential affordances are abstracted. Computer simulation (CS) as DT was explored through auto-ethnography, reflexivity, and action research. The findings of the study…
Descriptors: Educational Technology, Rural Schools, Computer Simulation, Student Needs

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