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Sellberg, Charlott; Lundin, Mona; Säljö, Roger – Classroom Discourse, 2022
The background of this article is an interest in analysing how assessment of professional skills is conducted in higher education contexts, drawing on video data from a course on maritime navigation. The empirical study focuses on a) how students working in a bridge simulator are able to display their knowledge about how to calculate the relation…
Descriptors: Higher Education, Video Technology, Marine Education, Navigation
Johansson, Elin; Lindwall, Oskar; Rystedt, Hans – International Journal of Computer-Supported Collaborative Learning, 2017
Through close analyses of the interaction that takes place between students and facilitators, this study investigates the instructional use of video in post-simulation debriefings. The empirical material consists of recordings of 40 debriefings that took place after simulation-based training scenarios in health care education. During the…
Descriptors: Teaching Methods, Video Technology, Cooperative Learning, Student Behavior
Wang, Airong; Steinvall, Anders; Deutschmann, Mats – International Journal of Virtual and Personal Learning Environments, 2014
This study investigates the effects of unequal power relations on participation in a group of student teachers and invited professionals in two collaborative workshops in Second Life. The data includes recordings, group reflections, and individual questionnaires. Participation was examined from the aspects of floor space, turn length, and…
Descriptors: Power Structure, Student Teachers, Professional Personnel, Cooperative Learning
Wang, Airong – JALT CALL Journal, 2014
This paper aims to explore teacher strategies for managing student participation in a complex Multi-user Virtual Environment. Data include transcribed recordings from a task-based EFL course in Second Life. Conversational Analysis is adopted to analyze the teacher's verbal language output in the transcript, and a student questionnaire is used to…
Descriptors: Teaching Methods, English (Second Language), Second Language Learning, Second Language Instruction
Frank, Anders – Simulation & Gaming, 2012
A risk associated with the use of games in training and education is that players "game the game," instead of focusing on their learning goals. The term "gamer mode" is proposed to describe this attitude. A player with a gamer-mode attitude strives to achieve goals that are optimal for winning the game, but suboptimal with…
Descriptors: Foreign Countries, Student Attitudes, Educational Objectives, War