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Wohlwend, Karen E. – Teachers College Record, 2017
Background: Today, children play in transmedia franchises that bring together media characters, toys, and everyday consumer goods with games, apps, and websites in complex mergers of childhood cultures, digital literacies, consumer practices, and corporate agendas. Recent research on youth videogames and virtual worlds suggests the productive…
Descriptors: Social Media, Play, Video Games, Web Sites
Vega Garzón, Juan Carlos; Magrini, Marcio Luiz; Galembeck, Eduardo – Biochemistry and Molecular Biology Education, 2017
Understanding metabolism and metabolic pathways constitutes one of the central aims for students of biological sciences. Learning metabolic pathways should be focused on the understanding of general concepts and core principles. New technologies such Augmented Reality (AR) have shown potential to improve assimilation of biochemistry abstract…
Descriptors: Metabolism, Biochemistry, Science Instruction, Scientific Concepts
Durham, Jane K. – ProQuest LLC, 2017
The focus of this dissertation is to explore the knowledge that nursing education students access and use during a high fidelity patient simulator experience. Thirty-six nursing students, in groups, participated in a high fidelity patient simulation followed by a stimulated recall procedure wherein students viewed a video recording of themselves…
Descriptors: Nursing Education, Nursing Students, Patients, Recall (Psychology)
Jensen, Lasse; Konradsen, Flemming – Education and Information Technologies, 2018
In the light of substantial improvements to the quality and availability of virtual reality (VR) hardware seen since 2013, this review seeks to update our knowledge about the use of head-mounted displays (HMDs) in education and training. Following a comprehensive search 21 documents reporting on experimental studies were identified, quality…
Descriptors: Educational Technology, Technology Uses in Education, Simulated Environment, Program Effectiveness
Dezuanni, Michael – Learning, Media and Technology, 2018
This article aims to contribute new knowledge about the media literacies children assemble as they play the digital game "Minecraft" which it describes as a children's digital making platform. The article argues media literacy's tendency to use socio-cultural and humanist accounts of media participation limit its ability to fully explain…
Descriptors: Educational Technology, Technology Uses in Education, Shared Resources and Services, Media Literacy
Ogbuanya, Theresa Chinyere; Onele, Nicholas Ogbonna – Computers in the Schools, 2018
This study compared efficiency of desktop virtual reality with a conventional classroom learning practice for the teaching and learning of electrical/electronics technology. This was measured through academic achievement, learning interest, and engagement. A quasi-experimental design was employed for this study. Four universities were used for the…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Computer Simulation
Liu, Yuxin; Mao, Lida; Zhao, Yunan; Huang, Yufang – Research Quarterly for Exercise and Sport, 2018
Purpose: To create a high-stress shooting among the crowd (SAC) program and to examine its effectiveness in reducing SWAT trainees' stress level and their shooting performance in a simulated hostage-rescue situation. Method: After the SAC program was created, it was evaluated using a pretest and posttest experimental design: 98 young male SWAT…
Descriptors: Physical Activities, Weapons, Simulation, Stress Variables
Hadjistassou, Stella; Avgousti, Maria-Iosifina; Louca, Petros – Journal of Learning for Development, 2021
This paper draws on design-based research to develop a real-world classroom Augmented Reality (AR) scenario, which was accompanied by tasks used to mediate intercultural telecollaboration. It investigates the role of these tasks and AR scenario in enacting affordances to enrich students' learning experiences, to establish a connection between…
Descriptors: Simulated Environment, Classroom Environment, Classroom Techniques, Vignettes
Soltis, Nicholas A.; McNeal, Karen S.; Atkins, Rachel M.; Maudlin, Lindsay C. – Journal of Geography in Higher Education, 2020
Augmented reality (AR) sandboxes are useful tools in helping students develop a three-dimensional understanding of topographic maps and landforms. Research on the AR sandbox indicates that students enjoy it, but evidence about student learning gains is inconclusive. This study aims to understand how students engage with these tools as a precedent…
Descriptors: Computer Simulation, Simulated Environment, Visualization, Maps
Dexter, Sara; Clement, Davis; Moraguez, Daniel; Watson, Ginger S. – Journal of Research on Leadership Education, 2020
This article presents three types of (inter)active learning pedagogical tools to better prepare future administrators for complex, real-world tasks. We propose a framework of narrative linearity and responsiveness to examine digital cases, digital simulations, and clinical simulations as bridging pedagogies from abstract class-based methods to…
Descriptors: Active Learning, Administrator Education, Leadership Training, Case Method (Teaching Technique)
Tacgin, Zeynep – Educational Media International, 2020
This research investigates the learning progress and bottlenecks of students during learning via an immersive virtual reality environment. At the planning stage of this action research, an immersive virtual reality learning environment -- myVOR- was designed and developed to teach concepts and procedures. myVOR was developed using the Unity game…
Descriptors: Computer Simulation, Simulated Environment, Electronic Learning, Learning Processes
Chernikova, Olga; Heitzmann, Nicole; Stadler, Matthias; Holzberger, Doris; Seidel, Tina; Fischer, Frank – Review of Educational Research, 2020
Simulation-based learning offers a wide range of opportunities to practice complex skills in higher education and to implement different types of scaffolding to facilitate effective learning. This meta-analysis includes 145 empirical studies and investigates the effectiveness of different scaffolding types and technology in simulation-based…
Descriptors: Simulation, Higher Education, Instructional Effectiveness, Scaffolding (Teaching Technique)
Gloria Rosati Peterson – ProQuest LLC, 2020
The purpose of this study was to examine the effect of a treatment package consisting of video and reflection, video feedback, and coaching on pre-service teachers' use of nonverbal immediacy behaviors as they delivered lessons to student avatars in mixed reality simulations. Pre-service teachers delivered lessons at three points of time over the…
Descriptors: Preservice Teachers, Computer Simulation, Physical Environment, Simulated Environment
Moon, Jung Aa; Brockway, Debra – Journal of Research on Technology in Education, 2019
The current study investigated how a guidance method that segments a complex task into simpler subtasks affects adults' inquiry-based learning in a science simulation environment. In a multivariate inquiry task, participants were asked to investigate the effects of all variables in one round of inquiry. In another group, participants were guided…
Descriptors: Active Learning, Inquiry, Cognitive Processes, Difficulty Level
Arcellana-Panlilio, Mayi; Lohmeier-Vogel, Elke – Papers on Postsecondary Learning and Teaching, 2017
Every November, the University of Calgary iGEM (international Genetically Engineered Machines) team presents their synthetic biology project to the world. Weekly team meetings are a microcosm of the iGEM experience of bringing ideas to fruition. The peer teaching, mentoring, and consultations that occur at these meetings are triggers for deeper…
Descriptors: Foreign Countries, Genetics, Biology, Summer Programs