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Shonfeld, Miri; Greenstein, Yoram – British Journal of Educational Technology, 2021
This paper focuses on student attitudes about using a virtual world (VW) learning platform. VWs allow students to meet via avatars and experience events that simulate real social experiences. It can also enhance student motivation, learning and collaboration. However, studies have reported that many students and teachers find VW difficult to use,…
Descriptors: Preservice Teachers, College Students, Student Attitudes, Computer Simulation
Ye, Li; Wang, Ruoyan; Zhao, Jing – Journal of Educational Computing Research, 2021
In recent years, more serious games are used in different learning areas to improve the process of knowledge acquisition and learning outcomes. This study discusses a game mode based on a jigsaw puzzle with scaffolding-aid for cultural heritage learning. A case study using an historical pattern from China examines the effectiveness of improving…
Descriptors: Performance Factors, Learning Motivation, Cultural Background, Heritage Education
Dobson, Tom; Stephenson, Lisa; De Arede, Ana – English in Education, 2021
Literary criticism of children's literature asserts a one-directional view of power with the adult writer constructing the child reader. Using "aetonormativity"-- adult perceptions of normality -- this paper explores what happens when children co-construct publishable fiction. Our analysis of drama and creative writing workshops shows…
Descriptors: Literary Criticism, Childrens Literature, Writing for Publication, Creative Writing
Chartofili, Anna; Fokides, Emmanuel – Open Journal for Educational Research, 2019
The study presents the preliminary results of a project having as an overall objective to examine whether digital games have an impact on teenagers' cultural identity formation. Having completed the first stage, the results regarding digital games' impact on knowledge about local history are reported. Thirty high-school students from the island of…
Descriptors: Local History, Game Based Learning, Computer Games, High School Students
Rovithis, Emmanouel; Floros, Andreas; Moustakas, Nikos; Vogklis, Konstantinos; Kotsira, Lily – Electronic Journal of e-Learning, 2019
Educational practices are constantly adjusting to technological advances, in order to improve their effectiveness in delivering knowledge and preparing students for the challenges of modern digital society. Electronic games and augmented reality environments are two such media that can shape powerful modes of interactive and immersive experiences.…
Descriptors: Game Based Learning, Computer Games, Computer Simulation, Interaction
Moll, Luis – Diaspora, Indigenous, and Minority Education, 2020
This paper presents an overview of some of Michael Cole's work, starting with his pioneering research in Liberia with the Kpelle (and later, with Sylvia Scribner, studies of literacy with the Vai, 1981), which was formative of his version of a cultural-historical psychology, his translation and interpretations of the work of L. S. Vygotsky and…
Descriptors: After School Programs, Disadvantaged Environment, Foreign Countries, Educational Anthropology
Wu, Ting-Ting – Journal of Computer Assisted Learning, 2018
Memorizing English vocabulary is often considered uninteresting, and a lack of motivation exists during learning activities. Moreover, most vocabulary practice systems automatically select words from articles and do not provide integrated model methods for students. Therefore, this study constructed a mobile game-based English vocabulary practice…
Descriptors: Vocabulary Development, Learning Motivation, Telecommunications, Handheld Devices