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Hong, Christina, Ed.; Ma, Will W. K., Ed. – Lecture Notes in Educational Technology, 2022
This book draws on the responses to learning and teaching and applied education futures thinking, that provide insights into the future of learning. It brings together more than 30 novel and important applied research and scholarly contributions from around the world, including Australia, Canada, Finland, Germany, Hong Kong, Japan, Macau, Mainland…
Descriptors: Foreign Countries, Academic Degrees, Career Readiness, Engineering Education
Selecting for Creativity and Innovation Potential: Implications for Practice in Healthcare Education
Patterson, Fiona; Zibarras, Lara Dawn – Advances in Health Sciences Education, 2017
The ability to innovate is an important requirement in many organisations. Despite this pressing need, few selection systems in healthcare focus on identifying the potential for creativity and innovation and so this area has been vastly under-researched. As a first step towards understanding how we might select for creativity and innovation, this…
Descriptors: Creativity, Innovation, Foreign Countries, Physicians
Ata, Ridvan – Turkish Online Journal of Educational Technology - TOJET, 2016
This study explores teaching experiences of educators within the virtual world of Second Life (SL) and pedagogical practices adopted. A blended approach is applied by using physical classrooms, BlackboardTM, web-based resources, and the virtual world of SL in an Information Literacy (IL) class for 1st year undergraduate students at an institution…
Descriptors: Foreign Countries, Teaching Experience, Web Based Instruction, Computer Simulation
Lally, Victor; Sclater, Madeleine – British Journal of Guidance & Counselling, 2013
Careers work in the twenty-first century faces a key challenge in terms of digital technologies: to evaluate their potential for careers work in challenging settings. Given the rapidity of developments, technologies require evaluation in research innovations and naturalistic settings. Virtual worlds offer potential for careers and guidance work,…
Descriptors: Developmental Tasks, Career Guidance, Design, Career Counseling
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
Doyle, Denise – Learning, Media and Technology, 2010
The "Immersed in Learning" project began in 2007 to evaluate the use of 3D virtual worlds as a teaching and learning tool in undergraduate programmes in digital media at the University of Wolverhampton, UK. A question that the research set out to explore was what were the benefits of integrating 3D immersive learning with face-to-face…
Descriptors: Foreign Countries, Evaluation Methods, Computer Simulation, Teaching Methods
Minocha, Shailey; Reeves, Ahmad John – Learning, Media and Technology, 2010
"Second Life" (SL) is a three-dimensional (3D) virtual world, and educational institutions are adopting SL to support their teaching and learning. Although the question of how 3D learning spaces should be designed to support student learning and engagement has been raised among SL educators and designers, there is hardly any guidance or…
Descriptors: Informal Education, Guidance, Space Utilization, Mail Surveys
Stone, Andrew; Dearing, Mike – Education & Training, 2009
Purpose: The purpose of this paper is to present a case study of City & Guilds' development of simulation-based assessments for its ICT user qualification. These simulations are authentic scenario-based replicas of word processing and spreadsheet software, which present a series of tasks that the test-taker completes as if they were using…
Descriptors: Creativity, Familiarity, Computer Software, Measures (Individuals)
Lynch, Martin A.; Tunstall, Richard J. – Simulation & Gaming, 2008
A growing body of evidence suggests that relevant, well-designed simulations can make a valuable contribution to students' experiences in training and education and go some way toward meeting the expectations of students who have grown up with immersive, computer-mediated games. Within universities, many barriers exist that may prevent the…
Descriptors: Creativity, Educational Philosophy, Partnerships in Education, Educational Games

McHardy, Peter; Allan, Teresa – Education + Training, 2000
To teach creativity to business students, a framework was used that involves bridging the intuition gap between knowledge/skills and application and providing simulations that enable students to experience chaos and uncertainty. Students enjoyed scenarios but found holistic learning uncomfortable. Peer support through group reflection helped…
Descriptors: Business Administration Education, Creativity, Foreign Countries, Higher Education
Turvey, Keith – Computers and Education, 2006
Despite recent British government moves to equip all Primary Schools with fast broadband connections to the Internet, it would seem that many schools as yet make little use of the increased capacity this affords other than to incorporate more and more rich multimedia in the form of interactive games or animated presentations to illustrate…
Descriptors: Foreign Countries, Creativity, Internet, Cooperative Learning
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers