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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
Smith, Peter K.; Thompson, Fran; Jessel, John; Kožuchová, Andrea; Ferreira, Irene; Idriceanu, Gabriela; Menesini, Ersilia; Miklosz, Margaret; de Villanueva, Marian – Journal of Psychologists and Counsellors in Schools, 2020
Cybermentoring refers to virtual peer support in which young people themselves are trained as cybermentors and interact with those needing help and advice (cybermentees) online. This article describes the training in, and implementation of, a cross-national cybermentoring scheme, Beatbullying Europe, developed in the United Kingdom. It involved…
Descriptors: Mentors, Computer Simulation, Peer Relationship, Workshops
Pedersen, Louisa Haugaard – Global Studies of Childhood, 2020
This article is based on a school experiment of three local makerspaces that connected and turned into a global makerspace online. The three municipal schools were from Australia, United Kingdom and Denmark and participated in "the Global Makerspace project," which was a part of the European Union project "Makerspaces in the early…
Descriptors: Foreign Countries, Play, Shared Resources and Services, Communities of Practice
Drysdale, Timothy D.; Kelley, Simon; Scott, Anne-Marie; Dishon, Victoria; Weightman, Andrew; Lewis, Richard James; Watts, Stephen – Higher Education Pedagogies, 2020
Traditional practical work for higher education in STEM subjects is under pressure from rising student numbers and a desired increase in active learning. Investing in more buildings and staff is financially challenging, while stretching existing resources affects outcomes, health, and participation. A more pragmatic approach is to embrace a less…
Descriptors: Nontraditional Education, STEM Education, Higher Education, Foreign Countries
Chen, Xieling; Zou, Di; Xie, Haoran; Su, Fan – Language Learning & Technology, 2021
The advance of educational technologies and digital devices have made computer-assisted language learning (CALL) an active interdisciplinary field with increasing research potential and topic diversity. Questions like "what topics and technologies attract the interest of the CALL community?," "how have these topics and technologies…
Descriptors: Second Language Learning, Second Language Instruction, Computer Assisted Instruction, Educational Research
Dodds, Colin B.; Whelan, Alison; Kharrufa, Ahmed; Satar, Müge – Research-publishing.net, 2021
This chapter is based on a workshop at IVEC 2020 which presented a model of Virtual Exchange (VE) facilitated by interactive, digital, and cultural artefacts created using a progressive web app developed by the EU-funded ENACT project team. The model offers an innovative approach to online intercultural exchange through the opportunity to create,…
Descriptors: Computer Software, Second Language Learning, Second Language Instruction, Open Educational Resources
Use and Perceptions of Second Life by Distance Learners: A Comparison with Other Communication Media
Murray, Jo-Anne; Littleton, Fiona; Dozier, Marshall – International Journal of E-Learning & Distance Education, 2015
Research has shown that the use of communication media in distance education can reduce feelings of distance and isolation from peers and tutors and provide opportunities for collaborative learning (Bates, 2005). The use of virtual worlds (VW) in education has increased in recent years, with Second Life (SL) being the most commonly used VW in…
Descriptors: Foreign Countries, Distance Education, Computer Simulation, Internet
Panichi, Luisa – Research-publishing.net, 2015
This paper reports on an exploratory case study of learner participation within the context of online language learning in virtual world platforms. Data for this investigation was collected through a case study of a Business English course within a qualitative Case-Study Research framework. This study examines learner activity in virtual worlds in…
Descriptors: Criticism, Virtual Classrooms, Case Studies, Online Courses
Baruch, Alona Forkosh, Ed.; Tal, Hagit Meishar, Ed. – IGI Global, 2019
The use of mobile technology for learning in organizations and the workplace is spreading widely with the development of infrastructure and devices that allow ubiquitous learning and training. Since learning, teaching, and training in a mobile-saturated environment is a developing field, implications for a combined overview of these topics may be…
Descriptors: Technology Uses in Education, Electronic Learning, Best Practices, Workplace Learning
Piet Kommers, Editor; Inmaculada Arnedillo Sánchez, Editor; Pedro Isaías, Editor – International Association for Development of the Information Society, 2024
These proceedings contain the papers and posters of the 22nd International Conference on e-Society (ES 2024) and 20th International Conference on Mobile Learning (ML 2024), organised by the International Association for Development of the Information Society (IADIS) in Porto, Portugal, during March 9-11, 2024. The e-Society 2024 conference aims to…
Descriptors: Information Technology, Adolescents, Divorce, Health Services
Gillen, Julia; Ferguson, Rebecca; Peachey, Anna; Twining, Peter – Language and Education, 2012
Over a 13-month period, the Schome Park Programme operated the first "closed" (i.e. protected) Teen Second Life project in Europe. The project organised diverse educational events that centred on use of a virtual world and an associated asynchronous forum and wiki. Students and staff together exploited the affordances of the environment…
Descriptors: Aquatic Sports, Ethnography, Foreign Countries, Computer Mediated Communication
Wolf, Katharina; Archer, Catherine – Issues in Educational Research, 2013
Over the past decade, industry relevance and connectedness have evolved into a key requirement for students and their parents, who increasingly perceive employability upon graduation as a critical factor in the degree selection process. Simultaneously, professional bodies emphasise the need for high levels of industry engagement as a condition for…
Descriptors: Learning Experience, Cultural Awareness, Communication Skills, Skill Development
Childs, Mark – Educational Research, 2010
Background: Immersive virtual worlds are one of a range of different platforms that can be grouped under the concept of mediated environments, i.e. environments that create a metaphorical space in which participants can position themselves and be embodied. Synthesising the literatures concerning the various mediated environment technologies…
Descriptors: Computer Mediated Communication, Classification, Communities of Practice, Constructivism (Learning)
Taylor, Carol A.; Dunne, Mairead – British Journal of Sociology of Education, 2011
This article considers some of the ways in which the transformative power of Web 2.0 digital technology is reconfiguring learning, knowledge and academic identities in the contemporary university. Through a focus on five specific examples, we consider the impact of virtualization processes on spatiality, materiality and embodiment, and pedagogic…
Descriptors: Foreign Countries, Higher Education, Internet, Computer Uses in Education
Kirriemuir, John – Educational Research, 2010
Background: Numerous surveys, articles, ephemera and online information sources indicate that "Second Life" has been the predominant virtual world, for educational purposes, in UK universities for the latter half of the 2000s. However, the infrastructure required to operate "Second Life" presents a number of technical concerns…
Descriptors: Educational Trends, Barriers, Foreign Countries, Computer Simulation
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