Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 16 |
Descriptor
Source
International Journal of… | 16 |
Author
Almeida, Fernando | 1 |
Attewell, Jill | 1 |
Buzády, Zoltán | 1 |
Connolly, Thomas | 1 |
Curry-Corcoran, Daniel | 1 |
De Troyer, Olga | 1 |
Ewais, Ahmed | 1 |
Foster, Aroutis | 1 |
Ganapathy, Malini | 1 |
Gratch, Jonathan S. | 1 |
Hainey, Thomas | 1 |
More ▼ |
Publication Type
Journal Articles | 16 |
Reports - Research | 12 |
Reports - Descriptive | 3 |
Reports - Evaluative | 1 |
Education Level
Higher Education | 6 |
Elementary Education | 2 |
Postsecondary Education | 2 |
Early Childhood Education | 1 |
Grade 9 | 1 |
Secondary Education | 1 |
Audience
Location
Belgium | 1 |
Denmark | 1 |
Malaysia | 1 |
Portugal | 1 |
United Kingdom | 1 |
United Kingdom (England) | 1 |
United Kingdom (Scotland) | 1 |
Virginia | 1 |
Laws, Policies, & Programs
Assessments and Surveys
Wechsler Individual… | 1 |
Wechsler Preschool and… | 1 |
What Works Clearinghouse Rating
Tan, Debbita Ai Lin; Lee, Bee Choo; Ganapathy, Malini; Kasuma, Shaidatul Akma Adi – International Journal of Virtual and Personal Learning Environments, 2019
Kahoot! is a gaming system designed for interactive learning and can be utilised for students of all ages. The present study involved two groups of Malaysian ESL students(n = 57) enrolled in a remedial English proficiency course in a public university. All 57 participants were exposed to weekly Kahoot! sessions over a period of one semester; the…
Descriptors: Second Language Learning, Foreign Countries, English (Second Language), Student Attitudes
Almeida, Fernando; Buzády, Zoltán – International Journal of Virtual and Personal Learning Environments, 2019
This article performs an exploratory study of the potential of flow theory and FLIGBY game to contribute to develop entrepreneurship competencies among higher education students. For this purpose, this study considers the use of a focus group consisting of eight students enrolled in the entrepreneurship course in a higher educational institution…
Descriptors: Entrepreneurship, College Students, Higher Education, Program Effectiveness
Jacobson, Jeffery – International Journal of Virtual and Personal Learning Environments, 2013
In previous publications, the author reported that students learned about Egyptian architecture and society by playing an educational game based on a virtual representation of a temple. Students played the game in a digital dome or on a standard desktop computer, and (each) then recorded a video tour of the temple. Those who had used the dome…
Descriptors: Educational Games, Computer Games, Video Technology, Visual Aids
O'Shea, Patrick; Curry-Corcoran, Daniel – International Journal of Virtual and Personal Learning Environments, 2013
This paper describes the process and results of a project to incorporate Augmented Reality (AR) technologies and pedagogical approaches into a Virginian elementary school. The process involved training 5th grade teachers on the design and production of narrative-based AR games in order to give them the skills that they could then pass on to their…
Descriptors: Teacher Developed Materials, Computer Simulation, Elementary School Teachers, Grade 5
Ewais, Ahmed; De Troyer, Olga – International Journal of Virtual and Personal Learning Environments, 2014
The use of 3D and Virtual Reality is gaining interest in the context of academic discussions on E-learning technologies. However, the use of 3D for learning environments also has drawbacks. One way to overcome these drawbacks is by having an adaptive learning environment, i.e., an environment that dynamically adapts to the learner and the…
Descriptors: Virtual Classrooms, Computer Simulation, Questionnaires, Electronic Learning
Shah, Mamta; Foster, Aroutis – International Journal of Virtual and Personal Learning Environments, 2014
There is a paucity of research frameworks that focus on aiding game selection and use, analyzing the game as a holistic system, and studying learner experiences in games. There is a need for frameworks that provide a lens for understanding learning experiences afforded in digital games and facilitating knowledge construction and motivation to…
Descriptors: Inquiry, Qualitative Research, Interviews, Observation
Warren, Scott J.; Gratch, Jonathan S. – International Journal of Virtual and Personal Learning Environments, 2013
Digital games like Where in the World is Carmen San Diego and Oregon Trail have been used to support learning since the 1980s. However, the last decade has seen games, simulations and virtual world use take firm hold of the academic imagination. There also has been a rapid expansion of sponsored, formal research, informal inquiry, and a growing…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Simulated Environment
Loh, Christian Sebastian – International Journal of Virtual and Personal Learning Environments, 2013
Today's economic situation demands that learning organizations become more diligent in their business dealings to reduce cost and increase bottom line for survival. While there are many champions and proponents claiming that game-based learning (GBL) is sure to improve learning, researchers have, thus far, been unable to (re)produce concrete,…
Descriptors: Investment, Outcomes of Education, Educational Games, Instructional Improvement
Kennedy-Clark, Shannon; Thompson, Kate – International Journal of Virtual and Personal Learning Environments, 2013
The purpose of this paper is to demonstrate the value of using discourse analysis to understand users' interactions in a scenario-based virtual environment. This study investigated six dyads' synchronous discourses while they worked side-by-side to plan and implement goal-related decisions in a virtual inquiry. The Collaborative Process Analysis…
Descriptors: Discourse Analysis, Interaction, Simulated Environment, Computer Simulation
Zheng, Meixun; Spires, Hiller A. – International Journal of Virtual and Personal Learning Environments, 2014
This mixed methods study examined 73 5th graders' flow experience in a game-based science learning environment using two gameplay approaches (solo and collaborative gameplay). Both survey and focus group interview findings revealed that students had high flow experience; however, there were no flow experience differences that were contingent upon…
Descriptors: Elementary School Students, Grade 5, Learner Engagement, Attention
Hollins, Paul; Whitton, Nicola – International Journal of Virtual and Personal Learning Environments, 2011
This paper draws on lessons learned from the development process of the entertainment games industry and discusses how they can be applied to the field of game-based learning. This paper examines policy makers and those wishing to commission or develop games for learning and highlights potential opportunities as well as pitfalls. The paper focuses…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Teaching Methods
Magnussen, Rikke – International Journal of Virtual and Personal Learning Environments, 2011
This paper examines the methodological challenges and perspectives of designing game-like scenarios for the implementation of innovation processes in school science education. This paper presents a design-based research study of a game-like innovation scenario designed for technology education for Danish public school students aged 13-15. Students…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Design
Communication and Education in a Virtual World: Avatar-Mediated Teaching and Learning in Second Life
Mon, Lorri – International Journal of Virtual and Personal Learning Environments, 2010
Education within Second Life frequently recapitulates the "sage on the stage" as students sit their avatars down in chairs in the virtual world and listen to or read an instructor's lecture while watching a slideshow. This conceptual article explores alternative active learning techniques supporting independent and collaborative learning…
Descriptors: Virtual Classrooms, Computer Mediated Communication, Computer Simulation, Teaching Methods
Petley, Rebecca; Attewell, Jill; Savill-Smith, Carol – International Journal of Virtual and Personal Learning Environments, 2011
MoLeNET is a unique collaborative initiative, currently in its third year, which encourages and enables the introduction of mobile learning in English post 14 education via supported shared-cost projects. Mobile learning in MoLeNET is defined by MoLeNET as "The exploitation of ubiquitous handheld technologies, together with wireless and…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
Hainey, Thomas; Connolly, Thomas – International Journal of Virtual and Personal Learning Environments, 2010
A highly important part of software engineering education is requirements collection and analysis, one of the initial stages of the Software Development Lifecycle. No other conceptual work is as difficult to rectify at a later stage or as damaging to the overall system if performed incorrectly. As software engineering is a field with a reputation…
Descriptors: Educational Games, Engineering Education, Design Requirements, Course Evaluation
Previous Page | Next Page »
Pages: 1 | 2