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Gunn, Therese; Jones, Lee; Bridge, Pete; Rowntree, Pam; Nissen, Lisa – Interactive Learning Environments, 2018
In recent years, simulation has increasingly underpinned the acquisition of pre-clinical skills by undergraduate medical imaging (diagnostic radiography) students. This project aimed to evaluate the impact of an innovative virtual reality (VR) learning environment on the development of technical proficiency by students. The study assessed the…
Descriptors: Computer Simulation, Medical Students, Simulated Environment, Educational Technology
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McIntyre, Timothy; Wegener, Margaret; McGrath, Dominic – Teaching & Learning Inquiry, 2018
We have developed and demonstrated the effectiveness of a set of online interactive learning modules to accompany physics courses at first- and second-year university levels. Students access the modules prior to attending lectures to familiarize themselves with content which is then discussed and reaffirmed in class. Student surveys and access…
Descriptors: Electronic Learning, Units of Study, Lecture Method, Physics
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Rayner, Christopher; Fluck, Andrew – Asia-Pacific Journal of Teacher Education, 2014
The shift towards the inclusion of students with disabilities in regular schools has meant that general classroom teachers need to be skilled in educating students with a diverse range of needs and abilities. Together with theoretical study and as a supplement to practical experience, teacher educators have begun to explore virtual and simulated…
Descriptors: Foreign Countries, Teacher Education, Preservice Teachers, Inclusion
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Dalgarno, Barney; Kennedy, Gregor; Bennett, Sue – Educational Media International, 2014
Discovery-based learning designs incorporating active exploration are common within instructional software. However, researchers have highlighted empirical evidence showing that "pure" discovery learning is of limited value and strategies which reduce complexity and provide guidance to learners are important if potential learning…
Descriptors: Discovery Learning, Learning Strategies, Inquiry, Computer Simulation
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Jacobson, Michael J.; Taylor, Charlotte E.; Richards, Deborah – Interactive Learning Environments, 2016
In this paper, we propose computational scientific inquiry (CSI) as an innovative model for learning important scientific knowledge and new practices for "doing" science. This approach involves the use of a "game-like" virtual world for students to experience virtual biological fieldwork in conjunction with using an agent-based…
Descriptors: Science Instruction, Scientific Research, Computer Simulation, Teaching Methods
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Wong, Mona; Castro-Alonso, Juan C.; Ayres, Paul; Paas, Fred – Educational Technology & Society, 2015
Humans have an evolved embodied cognition that equips them to deal easily with the natural movements of object manipulations. Hence, learning a manipulative task is generally more effective when watching animations that show natural motions of the task, rather than equivalent static pictures. The present study was completed to explore this…
Descriptors: Gender Differences, Teaching Methods, Animation, Educational Technology
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Geelan, David; Mahaffy, Peter; Mukherjee, Michelle – Teaching Science, 2014
Scientific visualisations such as computer-based animations and simulations are increasingly a feature of high school Science instruction. Visualisations are adopted enthusiastically by teachers and embraced by students, and there is good evidence that they are popular and well received. There is limited evidence, however, of how effective they…
Descriptors: Visualization, Chemistry, Scientific Concepts, High Schools
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Fabricatore, Carlo; Lopez, Ximena – Electronic Journal of e-Learning, 2012
This study explored the potential of digital games as learning environments to develop mindsets capable of dealing with complexity in the domain of sustainability. Building sustainable futures requires the ability to deal with the complex dynamics that characterize the world in which we live. As central elements in this system, we must develop the…
Descriptors: Foreign Countries, Educational Games, Computer Games, Problem Solving
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Henderson, Michael; Huang, Hui; Grant, Scott; Henderson, Lyn – Australasian Journal of Educational Technology, 2012
It was found in the two-year study reported in this article that a single collaborative language lesson using "Second Life" can result in a statistically significant increase in student self-efficacy beliefs across a range of specific and general language skills. However, students with different "real life" prior experience…
Descriptors: Foreign Countries, Self Efficacy, Language Skills, Chinese
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Gregory, Sue; Masters, Yvonne – Australasian Journal of Educational Technology, 2012
Role-plays in a virtual world hold tremendous potential for higher education because they allow synchronous, immersive participation by students located across the globe. They also have the added advantage of allowing students to adopt roles and carry out tasks that are not possible in the real world. In this article, a project that involved…
Descriptors: Foreign Countries, Distance Education, On Campus Students, Preservice Teacher Education
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Richards, Debbie; Fassbender, Eric; Bilgin, Ayse; Thompson, William Forde – ALT-J: Research in Learning Technology, 2008
Empirical evidence is needed to corroborate the intuitions of gamers and game developers in understanding the benefits of Immersive Virtual Worlds (IVWs) as a learning environment and the role that music plays within these environments. We report an investigation to determine if background music of the genre typically found in computer-based…
Descriptors: Undergraduate Students, Music, Investigations, Foreign Countries