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Shiyu Liu; Yucheng Sui; Zhongnan You; Jiaxin Shi; Ziyang Wang; Cheng Zhong – Education and Information Technologies, 2024
Augmented reality (AR) technology can enhance picture book reading experience. The present study aimed to explore the influence of reading AR picture books on primary school students' reading comprehension, story retelling, and reading motivation. Eighty second graders, who were from two classes at a rural primary school in a coastal city in East…
Descriptors: Elementary School Students, Rural Schools, Foreign Countries, Computer Simulation
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Ieva Gintere; Emmanouel Rovithis; Ágnes Karolina Bakk; Alvis Misjuns – International Journal of Game-Based Learning, 2024
The study presents the authors' research for the purpose of designing ImGame, a virtual environment inviting users to playfully learn about the concept of immersion and its historical antecedents. The authors describe ImGame's current pre-production stage and examine the basic characteristics of the feeling of immersion. They intend to deepen the…
Descriptors: Computer Simulation, Creativity, Educational Technology, Interdisciplinary Approach
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Risna Arifiani; Irwanto Irwanto – Journal of Educators Online, 2024
Due to the difficulty of chemical compounds to visualize, augmented reality (AR) integrated with mobile learning has been developed as an alternative media for studying chemistry. This study aims to analyze the use of AR-integrated mobile learning in chemistry education from a bibliometric perspective in the last decade. A total of 225 articles…
Descriptors: Technology Uses in Education, Physical Environment, Computer Simulation, Simulated Environment
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Kezia Herman Mkwizu; Ritimoni Bordoloi – Asian Association of Open Universities Journal, 2024
Purpose: Inclusive growth in the education sector is still a major challenge in some countries because of limited access to technologies and internet connectivity, among other reasons. However, as a technology, augmented reality (AR) is expected to be widely used in the field of education in the future. The main purpose of this paper is to explore…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
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Strickrodt, Marianne; Bülthoff, Heinrich H.; Meilinger, Tobias – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2019
Objects learned within single enclosed spaces (e.g., rooms) can be represented within a single reference frame. Contrarily, the representation of navigable spaces (multiple interconnected enclosed spaces) is less well understood. In this study we examined different levels of integration within memory (local, regional, global), when learning object…
Descriptors: Memory, Navigation, Spatial Ability, Simulated Environment
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Hung, Cheng-Yu; Lin, Yen-Ting; Yu, Shih-Jou; Sun, Jerry Chih-Yuan – Journal of Computer Assisted Learning, 2023
Background: Previous research has examined the use of augmented reality (AR) and virtual reality (VR) in English language teaching. However, to the best of our knowledge, none of the earlier studies that investigated integrating AR and VR "wearables" into teaching and learning English based on the attention, relevance, confidence, and…
Descriptors: Computer Simulation, Simulated Environment, Assistive Technology, Second Language Learning
Erin Riesland – ProQuest LLC, 2023
In the three papers that form this dissertation, I inquire about the future of learning (Ross, 2023) through a "postdigital" stance (Jandric, 2017) that I apply to place-based education (PBE) methods and practices (Sobel, 2005; Greenwood, 2008). I argue that a postdigital approach -- one that presupposes technology is "part" of…
Descriptors: Place Based Education, Technology Uses in Education, Culturally Relevant Education, Undergraduate Students
Travis Jumper – ProQuest LLC, 2023
This research project sought to evaluate potential barriers limiting the use of augmented reality welding simulators into career and technical education welding curricula. This study used quantitative and qualitative case studies to address five objectives: (1) What is the operating cost of a CTE welding program, (2) Are there cost savings on…
Descriptors: Computer Simulation, Welding, Physical Environment, Simulated Environment
Paolo Castro – ProQuest LLC, 2023
Virtual reality refers to the technology used to create multi-sensory, three-dimensional environments its users can interact with. Occupational therapists may find virtual reality-based therapy appealing as it allows them to access many virtual environments and tasks that would be difficult to recreate in traditional settings. Despite literature…
Descriptors: Computer Simulation, Simulated Environment, Occupational Therapy, Allied Health Personnel
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Barsom, E. Z.; Duijm, R. D.; Dusseljee-Peute, L. W. P.; Landman-van der Boom, E. B.; van Lieshout, E. J.; Jaspers, M. W.; Schijven, M. P. – British Journal of Educational Technology, 2020
Cardiopulmonary resuscitation (CPR) is a lifesaving emergency procedure. To increase survival rates, it is recommended to increase the number of high school students who know how to perform CPR. We have developed an immersive "Virtual Reality (VR) Resuscitation Training" to train the theoretical knowledge of CPR in which trainees must…
Descriptors: First Aid, Training Methods, High School Students, Computer Simulation
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Malihi, Mahan; Nguyen, Jenny; Cardy, Robyn E.; Eldon, Salina; Petta, Catharine; Kushki, Azadeh – Autism: The International Journal of Research and Practice, 2020
Virtual reality provides a relatively inexpensive way to learn and repeatedly practice skills in personalized, controlled, and safe computer-generated settings. These systems are increasingly receiving attention as an innovative medium for delivering interventions to children with autism spectrum disorder. Although many virtual reality systems are…
Descriptors: Computer Simulation, Children, Autism, Pervasive Developmental Disorders
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Rui Leitão; Shige Yao; Laura Guimarães – Education and Information Technologies, 2025
Over the past decade, research has stressed the necessity of increasing ocean teaching in formal and informal education by addressing ocean literacy dimensions. Although board games have emerged as an affordable and accessible option for immersive learning experiences, limited empirical evidence demonstrates their effectiveness in enhancing…
Descriptors: Educational Games, Marine Education, Oceanography, Teaching Methods
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Ng, Lee Luan; Rino Sharieful Azizie; Chew, Shin Yi – Asia-Pacific Education Researcher, 2022
The study investigates the impact of Massively Multiplayer Online Role-Playing Game (MMORPG) on players' application of vocabulary learning strategies. The participants are experienced online gamers aged between 24 and 25 years old. Apart from identifying the vocabulary learning strategies used by the ESL players during online gaming, in order to…
Descriptors: Computer Games, Simulated Environment, Vocabulary Development, Young Adults
Jing Wen – ProQuest LLC, 2022
Though research efforts have been conducted to understand the strategies to increase female participation in STEM and relevant areas, including the construction field, still the desired outcomes have not been forthcoming. This study proposes to explore the innovative use of 360-degree immersive environments powered by virtual characters to tell…
Descriptors: Females, STEM Education, Construction Industry, Student Recruitment
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Amanda Mack; Anne Escher; John Wong – Journal of Occupational Therapy Education, 2022
A national survey examined the implementation rates, barriers, challenges, and supports to implementation of two types of simulation (standardized patients and simulated environments) by entry-level occupational therapy education programs in the United States. It also sought to identify relationships between program characteristics and…
Descriptors: Barriers, Simulation, Patients, Occupational Therapy
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