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Drake, Merja – International Association for Development of the Information Society, 2019
Nearly every third present occupation will disappear by the year 2030. While today's workplaces play a significant role in competence recognition, a degree is only one part of developing skills and competences (Ministry of Education and Culture 2019). Therefore, we need to shape the politics of lifelong learning's core, which is expertise instead…
Descriptors: Lifelong Learning, Computer Simulation, Simulated Environment, Immigrants
Pakanen, Minna; Alavesa, Paula; Arhippainen, Leena; Ojala, Timo – International Journal of Virtual and Personal Learning Environments, 2020
While three-dimensional virtual learning environments have attracted plenty of research interest, mirror-world-like virtual campuses have been used mainly for virtual tours, promotions, or for simulation purposes. In this article, the authors investigate the use of geographically accurate mirror-world-like virtual campus models as an interactive…
Descriptors: Computer Simulation, Virtual Universities, College Students, Student Attitudes
Laine, Teemu H.; Sedano, Carolina Islas – Educational Technology & Society, 2015
Pervasive worlds are computing environments where a virtual world converges with the physical world through context-aware technologies such as sensors. In pervasive worlds, technology is distributed among entities that may be distributed geographically. We explore the concept, possibilities, and challenges of distributed pervasive worlds in a case…
Descriptors: Games, Physical Activities, Information Technology, Design
Takala, Tuukka M.; Malmi, Lauri; Pugliese, Roberto; Takala, Tapio – Informatics in Education, 2016
In this paper we present our experiences of teaching an annually organized virtual reality (VR) capstone course. We review three iterations of the course, during which a total of 45 students completed the course and 16 VR applications were implemented. Our comparative analysis describes the students' evaluation of the course, the applications…
Descriptors: Curriculum, Simulated Environment, Computer Simulation, Educational Technology
Gregory, Sue; Scutter, Sheila; Jacka, Lisa; McDonald, Marcus; Farley, Helen; Newman, Chris – Educational Technology & Society, 2015
Three-dimensional (3D) virtual worlds have been used for more than a decade in higher education for teaching and learning. Since the 1980s, academics began using virtual worlds as an exciting and innovative new technology to provide their students with new learning experiences that were difficult to provide any other way. But since that time,…
Descriptors: Educational Technology, Computer Simulation, Teaching Methods, Higher Education
Hämäläinen, Raija; Oksanen, Kimmo – Technology, Pedagogy and Education, 2014
Collaborative games will enable new kinds of possibilities for learning. In the future, the goal of game-based learning should be to introduce new ideas and deepen learners' in-depth understanding. However, studies have shown that shared high-level knowledge construction is a challenging process. Moreover, thus far, few empirical studies have…
Descriptors: Cooperative Learning, Educational Games, Teaching Methods, Simulated Environment
Oksanen, Kimmo; Hämäläinen, Raija – International Journal of Game-Based Learning, 2013
Collaborative serious games have proven to have the potential to support joint knowledge construction, and there is a growing interest in applying such games to promote high-level learning. However, most of the existing studies have focused on the effects of functional, task-specific support while ignoring the social aspects of collaborative…
Descriptors: Educational Games, Cooperative Learning, Interpersonal Relationship, Social Behavior
Islas Sedano, Carolina; Leendertz, Verona; Vinni, Mikko; Sutinen, Erkki; Ellis, Suria – Simulation & Gaming, 2013
A Hypercontextualized Game (HCG) is a locally designed game that supports its players in gathering context-specific information and in-depth understanding and knowledge regarding the context of a site. LIEKSAMYST, an exciting mobile application, with which visitors can play various games based on stories, was originally developed for the open-air…
Descriptors: Games, Design, Telecommunications, Handheld Devices
Keskitalo, Tuulikki; Pyykko, Elli; Ruokamo, Heli – Educational Technology & Society, 2011
This study reports a case study in which a pedagogical model, namely the Global Virtual Education (GloVEd) model, which is based on the teaching-studying-learning process (TSL process) and the characteristics of meaningful learning, is developed and used to evaluate students' meaningful learning experiences during the Global Virtual Collaboration…
Descriptors: Foreign Countries, Learning Strategies, Models, Course Evaluation
Keskitalo, Tuulikki – Australasian Journal of Educational Technology, 2012
Expectations for simulations in healthcare education are high; however, little is known about healthcare students' expectations of the learning process in virtual reality (VR) and simulation-based learning environments (SBLEs). This research aims to describe first-year healthcare students' (N=97) expectations regarding teaching, studying, and…
Descriptors: Foreign Countries, Adult Learning, Adult Students, Expectation