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Lugthart, Sarah; van Dartel, Michel – European Journal of STEM Education, 2021
Situated learning could benefit STEAM education because both aim to develop skills that can deal with complex real-life situations. Although ample research has been conducted into situated learning within higher vocational education in general, there exists little research on the implementation of the educational approach in STEAM education…
Descriptors: STEM Education, Art Education, Situated Learning, Authentic Learning
Walters, Sharon M.; Hirsch, Shanna E.; McKown, Georgia; Carlson, Alex; Allen, Abigail A. – Teacher Education and Special Education, 2021
Given the critical importance of discrete instructional practices in special education, teacher candidates must be prepared to implement them upon entering the classroom. In preservice teacher education programs, field placements and clinical experiences rarely provide enough opportunities for preservice teachers to gain the proficiency needed to…
Descriptors: Computer Simulation, Simulated Environment, Preservice Teachers, Preservice Teacher Education
Hutt, Stephen; Ocumpaugh, Jaclyn; Ma, Juliana; Andres, Alexandra L.; Bosch, Nigel; Paquette, Luc; Biswas, Gautam; Baker, Ryan S. – International Educational Data Mining Society, 2021
Self-regulated learning (SRL) is a critical 21st -century skill. In this paper, we examine SRL through the lens of the searching, monitoring, assessing, rehearsing, and translating (SMART) schema for learning operations. We use microanalysis to measure SRL behaviors as students interact with a computer-based learning environment, Betty's Brain. We…
Descriptors: Models, Self Control, Learning Strategies, Student Behavior
Pegrum, Mark – Research-publishing.net, 2021
Augmented Reality (AR) bridges the real and the digital. It is part of the Extended Reality (XR) spectrum of immersive technological interfaces. At one end of the continuum, Virtual Reality (VR) immerses users in fully digital simulations which effectively substitute for the real world. At the other end of the continuum, AR allows users to remain…
Descriptors: Physical Environment, Simulated Environment, Computer Simulation, Educational Benefits
Nadav Aridan; Michal Bernstein-Eliav; Dana Gamzo; Maya Schmeidler; Niv Tik; Ido Tavor – Anatomical Sciences Education, 2024
Anatomy studies are an essential part of medical training. The study of neuroanatomy in particular presents students with a unique challenge of three-dimensional spatial understanding. Virtual Reality (VR) has been suggested to address this challenge, yet the majority of previous reports have implemented computer-generated or imaging-based models…
Descriptors: Anatomy, Neurology, Electronic Learning, Computer Simulation
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
Tobias Wiemer; Marius Rothe – Design and Technology Education, 2024
The use of Augmented Reality (AR) is a relatively new but significant trend in the educational landscape, including in technology education. The aim of this article is to discuss different perspectives on AR applications and describe the similarities, possibilities, and differences between them. Initial research in the field of technology…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
Sevda Koç-Akran – International Journal of Contemporary Educational Research, 2024
The main purpose of this research is to determine the effect of the REACT strategy in augmented reality applications on the problem-solving skills of teacher candidates. A parallel mixed method, which converges from mixed research designs, was used in the research. The study group of the research consists of 50 teacher candidates studying at the…
Descriptors: Foreign Countries, Preservice Teachers, Teacher Education, Physical Environment
Richard LaFosse – ProQuest LLC, 2024
This study employs legal research methods to explore how federal protections for individuals with disabilities apply in the context of postsecondary extended reality (XR) learning, such as for classes taught in virtual reality. Other examples include the use of 360 degree, interactive videos in online courses and activities that leverage digital,…
Descriptors: Disability Discrimination, Civil Rights Legislation, Federal Legislation, Students with Disabilities
Delfi Eliza; Trisna Mulyeni; Yulsyofriend; Nenny Mahyuddin; Yeni Erita; Muhammad Dhanil – Journal of Baltic Science Education, 2025
Improving scientific literacy is crucial for early childhood development, yet limited studies necessitate a thorough analysis to identify effective solutions. This study aims to analyze the implementation of project-based learning in early childhood education to improve scientific literacy. The study followed the identification, screening,…
Descriptors: Scientific Literacy, Early Childhood Education, Active Learning, Student Projects
Tilanka Chandrasekera; Tutaleni Asino; Nicole Colston – Design and Technology Education, 2025
This study examines how culturally grounded and immersive design pedagogies can enhance STEM engagement for Native American middle school students, integrating Place-Based Education (PBE), Culturally Relevant Teaching (CRT), and Problem-Based Learning (PBL). Utilizing Virtual and Augmented Reality (VR and AR) and 3D printing, the project aimed to…
Descriptors: STEM Education, Place Based Education, American Indian Students, Middle School Students
Juan Xiong; JianLin Wen; Xu Han; Wei Cui; GuangShu Pei; Zi Tao – SAGE Open, 2025
In recent years, immersive technology has become increasingly popular in educational settings. Its immersive characteristics enhance learning achievement, boost motivation, promote skills, and foster students' creativity. This meta-analysis synthesizes 19 researches published between 2012 and 2023 that examined the influence of immersive…
Descriptors: Literature Reviews, Meta Analysis, Computer Simulation, Simulated Environment
Amy Walker; Kristy Pytash – Voices from the Middle, 2025
Little work has been done to investigate the implementation of innovative technologies, such as virtual reality (VR) and 3D printing, during English language arts instruction in juvenile detention facilities. This study explored how technology integration in restricted spaces can lead students to develop connections and empathy toward others. The…
Descriptors: Adolescents, Middle School Students, Institutionalized Persons, Computer Simulation
Ahsen, Tooba – ProQuest LLC, 2023
This thesis explores the use of Augmented Reality (AR) in two challenging scenarios -- autism therapy, and network-constrained, remote collaboration. In the first half of this thesis, we highlight the design and implementation of CustomAR and Augmented Playgrounds -- two applications that leverage the visualization and contextual abilities of AR…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
Farkas, Bernie; Shang, Yanyan; Alhourani, Farouq – Journal of Information Systems Education, 2022
This research develops an effective methodology for a core business introductory information systems course to teach business process concepts and the role of information systems in business processes. The developed methodology also helps students properly diagram an organization's business processes. The methodology uses an experiential learning…
Descriptors: Business Schools, Business Administration Education, Teaching Methods, Game Based Learning

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