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Fazal, Tanisha M.; Sanchez, Maria – Journal of Political Science Education, 2023
We report on the development and use of a course-long, online simulation in a recent, upper-level undergraduate course on the International Relations of COVID-19. We demonstrate how to conduct a simulation in an entirely online environment by including a description of our processes and logistical advice, guidance, and specific examples. This…
Descriptors: Computer Simulation, International Relations, COVID-19, Pandemics
Chen, Hsin-I; Sevilla-Pavón, Ana – Language Learning & Technology, 2023
This study examines how English-as-lingua-franca (ELF) learners employ semiotic resources, including head movements, gestures, facial expression, body posture, and spatial juxtaposition, to negotiate for meaning in an immersive virtual reality (VR) environment. Ten ELF learners participated in a TaiwanSpain VR virtual exchange project and…
Descriptors: Computer Mediated Communication, Computer Simulation, English (Second Language), Second Language Learning
Michele Meinke Kroll – ProQuest LLC, 2023
Online courses include the design for student interaction to support effective learning. Studies have shown that online discussion boards are a useful option to engage students. However, with new emerging digital technologies such as Virtual Reality (VR), the question remains to what extent or in what ways these immersive technologies can be used…
Descriptors: Online Courses, Discussion (Teaching Technique), Computer Mediated Communication, Computer Simulation
Gregory M. Francom; Melissa Luckett; Stephanie M. Spearman – TechTrends: Linking Research and Practice to Improve Learning, 2024
Multi-user virtual environments (MUVEs) have great potential for supporting learning experiences with a high social and teaching presence. One particular MUVE of note is Mozilla Hubs, a system of open-source virtual worlds that allow users to join sessions and interact as avatars. To date, prior studies have not examined teaching and social…
Descriptors: Educational Technology, Computer Simulation, Interpersonal Relationship, In Person Learning
Agustí Canals; Josep Cobarsí-Morales; Eva Ortoll – Online Learning, 2025
The idea of social capital as the value obtainable from an individual's social relationships has been used to study many organizational and social settings, but rarely virtual environments. We used data from an online higher education institution to examine how an individual's social capital derived from her position in the social structure…
Descriptors: Online Courses, Social Capital, Academic Achievement, Social Structure
Mark Anthony D. Abenir; Lara Katrina T. Mendoza; Leslie V. Advincula-Lopez; Eugene G. Panlilio – Journal of Higher Education Outreach and Engagement, 2025
This study investigates how communities perceive students' cultural sensitivity and adaptability in electronic service-learning (e-SL) programs, focusing on Ateneo de Manila University in the Philippines. Employing qualitative methodology that incorporates online in-depth interviews and surveys, the research fills a gap by concentrating on…
Descriptors: Service Learning, Outreach Programs, Communication Skills, Institutional Characteristics
Kathleen M. Randolph; Glenna M. Billingsley; Cathy N. Thomas – Journal of Special Education Apprenticeship, 2024
This study investigated the efficacy of two distinct virtual training platforms, TeachLivE™ and Zoom with actors, in preparing preservice practitioners for behavior management in real-world settings. This exploratory study aimed to investigate individual participant skill acquisition and assess which platform better equipped participants with the…
Descriptors: Computer Simulation, Skill Development, Computer Mediated Communication, Educational Technology
Sprenger, David A.; Schwaninger, Adrian – British Journal of Educational Technology, 2023
The technology acceptance model (TAM) uses perceived usefulness and perceived ease of use to predict the intention to use a technology which is important when deciding to invest in a technology. Its extension for e-learning (the general extended technology acceptance model for e-learning; GETAMEL) adds subjective norm to predict the intention to…
Descriptors: Video Technology, Demonstrations (Educational), Prediction, Intention
Canto, Silvia; Jauregi-Ondarra, Kristi – Research-publishing.net, 2021
Game-based learning is gaining popularity in language education. For the present study, three games were developed with a central focus on intercultural interaction to be played internationally in dyads or small groups using Video-Communication (VC) tools or a Virtual World (VW). The interactions were carried out in Spanish as a Lingua Franca (LF)…
Descriptors: Interaction, Game Based Learning, Learner Engagement, Second Language Learning
Ashlea Laveen Wilson – ProQuest LLC, 2024
The purpose of this study was to examine the digital literacy of Gen Z employees in higher education and provide implications for HRD research and practice and contribute to the HRD literature on Gen Z employees in the 21st century workforce. Three research questions guided my study: How do Gen Z employees in higher education experience digital…
Descriptors: Digital Literacy, Age Groups, Videoconferencing, Employee Attitudes
Jing Yan; Scott Grant; Hui Huang – Educational Technology & Society, 2025
Many studies have examined the factors that influence second language interaction, such as task type and communication mode, i.e., face-to-face and computer-mediated communication through online mode. However, there is a paucity of research that has investigated the effects of task type on negotiation of meaning (NoM), a specific type of…
Descriptors: Second Language Learning, Second Language Instruction, Teaching Methods, Task Analysis
Victoria M. Bryan, Editor; Cat Stanfield, Editor – National Collegiate Honors Council, 2024
This volume is intended as an argument for honors education in online spaces--an opportunity to demonstrate how courses and programming can operate virtually while maintaining the rigor, innovation, and community on which honors education prides itself. Online honors courses may not have been the most popular, but those invested in that work knew…
Descriptors: Honors Curriculum, Electronic Learning, Online Courses, Computer Simulation
Çoban, Murat; Göksu, Idris – Participatory Educational Research, 2022
Interest in virtual reality technologies has increased significantly in recent years, and an effort is being made to integrate it into educational environments. This study aims to investigate the impact of synchronous distance courses in the Virtual Reality (VR) learning environment (via vAcademia) and Web-based (via Adobe Connect) learning…
Descriptors: Computer Simulation, Undergraduate Students, Preservice Teachers, Young Adults
Tekin, Murat; Uysal, Ibrahim – International Journal of Curriculum and Instruction, 2023
As a requirement of our era, digital competence and e-learning have become basic competencies. The importance of these concepts has become clearer in medical education, especially with the COVID-19 pandemic. This period also triggered the transformation in education with technology. This study aimed to examine the relationship between medical…
Descriptors: Medical Education, Medical Students, Electronic Learning, Student Attitudes
Vanessa Botero-Gómez; Luís Germán Ruiz-Herrera; Alejandro Valencia-Arias; José Alberto Oré León; Lilian Verde Flores – Cogent Education, 2024
The aim of this article is to examine challenges and motivations among university teachers regarding the use of information and communication technology (ICT) tools in virtual learning environments in the context of an emerging country that is undergoing post-pandemic educational adaptation. A descriptive study was developed with open-ended…
Descriptors: Foreign Countries, Developing Nations, Teacher Motivation, College Faculty