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Roberto Bacani Figueroa Jr.; Insung Jung – Australasian Journal of Educational Technology, 2025
This paper presents an investigation into the integration of virtual reality (VR) tours in online English lessons tailored for adult learners. The study utilised a design-based research approach to evaluate the effectiveness of VR tours in this context. It specifically examined the responses of adult learners to this instructional strategy by…
Descriptors: Electronic Learning, Computer Simulation, English (Second Language), Second Language Learning
Iza Marfisi-Schottman – International Journal of Learning Technology, 2023
Many pedagogical counsellors (PCs) are destabilised by the resistance, in various forms, that novice teachers display during their counselling sessions. It is in this context that we propose TGRIS, a peer-training method, with a virtual reality interview simulator, designed to help PCs become aware of their own emotions, and deal with them, when…
Descriptors: Professional Training, Computer Simulation, Simulation, Interviews
Guillaume Decormeille; Thomas Geeraerts; Médéric Descoins; Nathalie Huet – Applied Cognitive Psychology, 2025
Screen-based simulation (SBS) can complement traditional nursing courses. We compared the effect of innovative virtual environments not widespread in French nursing schools on self-efficacy, quiz performance, and self-regulated learning behaviors. This quasi-experimental study involved 1183 student nurses. Participants were divided into an…
Descriptors: Foreign Countries, Nursing Education, Nursing Students, Computer Simulation
Tijus, Charles; Chen, Chia-Li Debra; Chang, Chun-Yen – EURASIA Journal of Mathematics, Science and Technology Education, 2022
This technical note provides descriptions on a collaborative research project between Université Paris 8/École Pratique des Hautes Études-Laboratoire des Usages des Techniques d'Information Numériques (Paris8/EPHE-LUTIN) and National Taiwan Normal University-Science Education Center (NTNU-SEC). This project, entitled "Franco-Taiwanese…
Descriptors: Foreign Countries, International Cooperation, Intercollegiate Cooperation, Research Projects
Strapasson, Alexandre; Ferreira, Marcello; Cruz-Cano, Diego; Woods, Jeremy; do Nascimento Maia Soares, Marco Paulo; da Silva Filho, Olavo Leopoldino – International Journal of Educational Technology in Higher Education, 2022
The use of system dynamics as a learning tool for developing sustainable energy strategies and environmental education has advanced in recent years with the availability of new modelling software and webtools. Among the existing models, we highlight the online 2050 Calculators, which aim at simulating scenarios for greenhouse gas emissions, energy…
Descriptors: Energy Education, Environmental Education, Systems Approach, Computer Simulation
Impedovo, Maria Antonietta; Gadille, Martine – E-Learning and Digital Media, 2021
The purpose of this study was to explore the implications of students' and teacher's creative configuration in the physical and virtual world. This analysis will be performed in a secondary school. Adopting a socio-material perspective, this paper focuses on embodiment configuration features for sense-making via new technology mediation. The…
Descriptors: Secondary School Students, Computer Simulation, Human Body, Creativity
Agbo, Friday Joseph; Sanusi, Ismaila Temitayo; Oyelere, Solomon Sunday; Suhonen, Jarkko – Education Sciences, 2021
This study investigated the role of virtual reality (VR) in computer science (CS) education over the last 10 years by conducting a bibliometric and content analysis of articles related to the use of VR in CS education. A total of 971 articles published in peer-reviewed journals and conferences were collected from Web of Science and Scopus…
Descriptors: Computer Simulation, Computer Science Education, Educational Research, Research Methodology
Gadille, Martine; Impedovo, Maria Antonietta; Rémon, Josephine; Corvasce, Caroline – Information and Learning Sciences, 2021
Purpose: The purpose of this paper is to understand how the creativity of pupils and teachers is nurtured through the use of a virtual world (VW) within a sociotechnical network affecting pupils' learning in a pilot secondary school. Design/methodology/approach: The analysis is the result of a pluri-disciplinary systemic analysis involving…
Descriptors: Creativity, Computer Simulation, Secondary School Students, Learner Engagement
Picard, Laurence; Abram, Maria; Orriols, Eric; Piolino, Pascale – International Journal of Behavioral Development, 2017
The majority of episodic memory (EM) tests are far removed from what we experience in daily life and from the definition of this type of memory. This study examines the developmental trajectory of the main aspects of episodic memory--what, where, and when--and of feature binding in a naturalistic virtual environment. A population of 125…
Descriptors: Computer Simulation, Memory, Children, Adolescents
Marty, Jean-Charles; Carron, Thibault; Pernelle, Philippe; Talbot, Stéphane; Houzet, Gregory – International Journal of Game-Based Learning, 2015
The authors' research work deals with the development of new game-based learning (gbl) environments. They think that the way of acquiring knowledge during a learning session is similar to following an adventure in a role-playing game and they apply the metaphor of exploring a virtual world, where each student embarks on a quest in order to collect…
Descriptors: Educational Games, Video Games, Teaching Methods, Educational Technology
McKenzie, Brian A. – History Teacher, 2014
Born-digital sources are, in fact, already old enough to fall into the domain of traditional, albeit recent, history. Bulletin Board Systems date from the 1980s. The European Organization for Nuclear Research (CERN) launched the first website and server in 1990. Websites and the new digital media are cultural artefacts. Archivists and librarians…
Descriptors: Social Media, History Instruction, Computer Simulation, Primary Sources
Privas-Bréauté, Virginie – The EUROCALL Review, 2016
In this article, we shall examine why the creation of avatars in virtual worlds facilitates the learning of business English. We are committed to determining the factors that enable students in a French business school to consolidate their skills in English (from linguistic, socio-linguistic and pragmatic standpoints) and to develop more general…
Descriptors: English for Special Purposes, Second Language Learning, Second Language Instruction, Business English
Booth, Paul; Guinmard, Isabelle; Lloyd, Elizabeth – The EUROCALL Review, 2017
With the development of online language learning comes a growing need for courses in language teaching to incorporate educational technologies into course content. The challenge this development poses is how to incorporate educational technologies in teacher education programmes to prepare teachers for online language teaching. This study explores…
Descriptors: Beginning Teachers, Professional Autonomy, Teaching Skills, Language Teachers
Ney, Muriel; Gonçalves, Celso; Balacheff, Nicolas – IEEE Transactions on Learning Technologies, 2014
Simulation games are games for learning based on a reference in the real world. We propose a model for authenticity in this context as a result of a compromise among learning, playing and realism. In the health game used to apply this model, students interact with characters in the game through phone messages, mail messages, SMS and video.…
Descriptors: Heuristics, Computer Simulation, Video Games, Models
Pelet, Jean-Eric; Lecat, Benoît – International Journal of Virtual and Personal Learning Environments, 2012
The authors' research examines the effectiveness of a web-based virtual learning environment (VLE) in the context of management studies. This article provides two main contributions. First, an exploratory study introduces and describes the concept of VLE applied to the training of seven students in an "interactivity design" (IS) course.…
Descriptors: Computer Simulation, Teaching Methods, Business Administration Education, Web Based Instruction
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