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Mirjana Maricic; Zsolt Lavicza – Education and Information Technologies, 2024
Emerging technologies can potentially transform education through student engagement. The aim of our study is threefold. Firstly, we aspired to examine the validity and reliability of Reeve and Tsengs' 4-construct (emotional, behavioral, cognitive, and agentic) engagement scale (EBCA scale). Secondly, we aimed to examine whether and to what extent…
Descriptors: Learner Engagement, Technology Integration, STEM Education, Technology Uses in Education
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Sneha Maji; Amritansh Saha; Harsh Pal – Discover Education, 2024
Serious games are generally considered to induce positive effects in the areas of learning motivation and learning gains. Yet few studies have examined how these factors are related specially in the context of visual aesthetic studies. Therefore, an empirical study was conducted to test the relationship between anticipated enjoyment and…
Descriptors: Learner Engagement, Educational Games, Computer Simulation, Heritage Education
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Gede Saindra Santyadiputra; Purnomo; Waras Kamdi; Syaad Patmanthara; Didik Nurhadi – Cogent Education, 2024
Along with increasing the complexity of learning objectives, the traditional Virtual Learning Environments (VLEs) are insufficient in improving students' learning achievement. Advanced VLEs can be created to overcome this challenge by combining traditional VLEs with Virtual Lab Network Simulation (Vilanets) learning media. This research, conducted…
Descriptors: Electronic Learning, Student Improvement, College Students, Academic Achievement
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Zipeng Qi; Lei Xu; Yun Chen; Shuanglian Cai – Journal of Chemical Education, 2024
This study revamps and optimizes the teaching and learning process and instrument for the classic binary vapor-liquid equilibrium experiment by combining activity coefficient model simulations and practical exercises. Our teaching process combines a software simulation and practical exercises. Utilizing Aspen software, students can predict phase…
Descriptors: Learning Processes, Instruction, Instructional Improvement, Educational Improvement
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Ishteyaaq Ahmad; Sonal Sharma; Rajesh Singh; Anita Gehlot; Lovi Raj Gupta; Amit Kumar Thakur; Neeraj Priyadarshi; Bhekisipho Twala – Cogent Education, 2024
This study explores the potential benefits of integrating Industry 4.0 technologies into educational settings, focusing on Artificial Intelligence/Machine Learning, Augmented Reality, Big Data, Blockchain, Cloud Computing, Internet of Things, Metaverse, Robotics, and Virtual Reality. The aim is to develop learning environments that are more…
Descriptors: Student Diversity, Inclusion, Technology Uses in Education, Educational Technology
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Yang Ding; Xiaohua Zhao; Ying Yao; Chenxi He; Rui Chai; Shuo Liu – Interactive Learning Environments, 2024
The objective of this study is to propose an interactive training method based on the Unity 3D platform and to evaluate its effectiveness in comparison to a video-based training method in curbing speeding behavior and promoting road safety. Based on the attributes unique to drivers with Type A behavior patterns, this study selected 36 drivers with…
Descriptors: Program Effectiveness, Interaction, Motor Vehicles, Educational Technology
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Ruo-Yu Li; Jerry Chih-Yuan Sun – Interactive Learning Environments, 2024
Due to the features of immersive learning and without the restrictions of time and place, virtual reality (VR) is commonly used in learning areas. For investigating functional design in the VR learning environment, previous literature proposed a series of theoretical models and strategies without considering the key factors for their development.…
Descriptors: Instructional Design, Computer Simulation, Expertise, Attitudes
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Yohan Hwang; Je-Young Lee – SAGE Open, 2024
This study aims to analyze the experiences of creating the metaverse classroom on pre-service EFL (English as a Foreign Language) teachers' technological acceptance and affordance, as well as their perception of its potential for language learning and teaching. To achieve this purpose, this study utilized an in-depth analysis of survey and…
Descriptors: Preservice Teachers, Language Teachers, Second Language Instruction, English (Second Language)
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Igor Kotlyar; Noel J. Pearse; Joe Krasman – Discover Education, 2024
AI-based simulations for educational and assessment purposes are gaining global recognition. Informed by cultural comparison research, this study investigates cross-country variations in users' utilization and perceptions of a simulation-based assessment. Specifically, we conducted a comparative analysis between a sample of South African and…
Descriptors: Foreign Countries, Undergraduate Students, Artificial Intelligence, Computer Simulation
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Rosliza Abdul Hamid; Irwan Mahazir Ismail; Wan Ahmad Jaafar Wan Yahaya – Interactive Learning Environments, 2024
Augmented reality (AR) is a new emerging technology that can improve the learning experience while making learning interesting and keeping students' attention. Schools and higher education have already implemented AR in the teaching and learning process to convey information more effectively. However, there is a lack of information about AR for…
Descriptors: Computer Simulation, Educational Technology, Skill Development, Vocational Education
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Mason A. Wirtz; Simone E. Pfenninger – Applied Linguistics, 2024
This cross-sectional study addresses for the first time the non/linear association between individual learner differences of social, proficiency-related, and socioaffective nature (length of residence [LoR], varietal proficiency, exposure, and socioaffect) and differential outcomes in L2 sociolinguistic repertoires against the backdrop of the…
Descriptors: Individual Differences, Predictor Variables, Second Language Learning, Sociolinguistics
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Mahnaz Moallem; Folashade Agbolade – International Association for Development of the Information Society, 2024
Virtual reality (VR) is a computer-generated three-dimensional environment representing the real or imaginary world with the virtual world through various sensory channels. The multisensory immersion feature of VR (Immersive VR-I-VR) reduces the user's awareness of what is happening in the surroundings. The use of immersive virtual reality…
Descriptors: Computer Simulation, Cultural Awareness, Technology Uses in Education, Culturally Relevant Education
Susan Gasson – Sage Research Methods Cases, 2024
This case details a narrative inquiry into the experiences of early career researcher pathways. I conducted conversations with eight early career researchers from three different continents to collect the data for the study. During the study I developed and applied to my data a novel jigsaw analytical process. That process exposes tensions within…
Descriptors: Personal Narratives, Ethics, Researchers, Research Methodology
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Gilbert Dizon; Daniel Tang – The EUROCALL Review, 2024
Some people believe that immersive virtual reality (VR) and, by extension, the metaverse, will become integral parts of daily life. There have also been suggestions that the metaverse could become a virtual world where language learners have alternate identities as second language (L2) speakers. Considering the potential implications of immersive…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Student Experience
Fabian Froehlich – ProQuest LLC, 2024
Interacting with objects in virtual reality can be an exciting experience. Haptic feedback allows virtual environments to appear more immersive. Does this increased immersion bear the potential to enhance learning if used properly in educational VR environments? This dissertation pursued two goals. First, to investigate the relationship between…
Descriptors: Computer Simulation, Feedback (Response), Computer Interfaces, Distance Education
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