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Amir Haj-Bolouri; Jesse Katende; Matti Rossi – Journal of Workplace Learning, 2024
Purpose: The reemergence of immersive virtual technology (IVR) provides both opportunities and challenges for workplace learning (WPL). The purpose of this study is to explore and develop knowledge about how gamification influences the WPL experience by addressing two research questions: "RQ1." What characterizes a gamified immersive…
Descriptors: Safety Education, Computer Simulation, Technology Uses in Education, Workplace Learning
Dahlberg, Giulia Messina – Educational Technology & Society, 2017
The study presented here is interested in understanding the ways in which social interaction in technology-mediated institutional settings is constrained and afforded by what Pennycook defines as "critical moments" in the educational experience. Drawing on Social Learning Analytics and on the concepts of heteroglossia, contingency and…
Descriptors: Computer Mediated Communication, Italian, Second Language Learning, Second Language Instruction