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Zhang, Lian; Warren, Zachary; Swanson, Amy; Weitlauf, Amy; Sarkar, Nilanjan – Journal of Autism and Developmental Disorders, 2018
Collaborative virtual environments (CVEs), which allow naturalistic communication between two or more individuals in a shared virtual environment, hold promise as a tool for measuring and promoting social communication between peers. In this work, a CVE platform and a set of CVE-based collaborative games are designed for children with autism…
Descriptors: Verbal Communication, Children, Pervasive Developmental Disorders, Autism
Baaki, John; Luo, Tian – TechTrends: Linking Research and Practice to Improve Learning, 2017
As faculty members in an instructional design and technology (IDT) program, we wanted to help our graduate students better understand and experience how designers design in the real world. We aimed to design a reflective and collaborative learning environment where we sparked students to engage in reflection, ideation, and the iterative process of…
Descriptors: Distance Education, Teaching Methods, Graduate Students, Graduate School Faculty
Fasihuddin, Heba; Skinner, Geoff; Athauda, Rukshan – Education and Information Technologies, 2017
Open learning represents a new form of online learning where courses are provided freely online for large numbers of learners. MOOCs are examples of this form of learning. The authors see an opportunity for personalising open learning environments by adapting to learners' learning styles and providing adaptive support to meet individual learner…
Descriptors: Online Courses, Open Education, Individualized Instruction, Cognitive Style
Sirakaya, Mustafa; Cakmak, Ebru Kilic – Contemporary Educational Technology, 2018
Augmented reality is defined as a technology in which real world and virtual objects are combined with a simultaneous interaction. The aim of this study is to determine the effect of augmented reality use on students' achievement, misconception and course engagement. A (matched) quasi-experimental research design with both pretest and posttest…
Descriptors: Misconceptions, Quasiexperimental Design, Pretests Posttests, Control Groups
Augmented Reality M-Learning to Enhance Nursing Skills Acquisition in the Clinical Skills Laboratory
Garrett, Bernard M.; Jackson, Cathryn; Wilson, Brian – Interactive Technology and Smart Education, 2015
Purpose: This paper aims to report on a pilot research project designed to explore if new mobile augmented reality (AR) technologies have the potential to enhance the learning of clinical skills in the lab. Design/methodology/approach: An exploratory action-research-based pilot study was undertaken to explore an initial proof-of-concept design in…
Descriptors: Electronic Learning, Physical Environment, Simulated Environment, Synthesis
Girvan, Carina; Tangney, Brendan; Savage, Timothy – Computers & Education, 2013
Constructionism places an emphasis on the process of constructing shareable artefacts. Many virtual worlds, such as "Second Life", provide learners with tools for the construction of objects and hence may facilitate in-world constructionist learning experiences. However, the construction tools available present learners with a significant barrier…
Descriptors: Programming, Interviews, Distance Education, Novices
Stewart, Sarah; Davis, Deborah – Australasian Journal of Educational Technology, 2012
Pressures in terms of the availability of quality, real-life clinical experiences for students have resulted in increased interest in the use of simulation in a variety of healthcare disciplines. "Te wahi whanau: The birth place" is a Virtual Birth Centre (VBC) that was created in "Second Life" in 2009 as part of the Second…
Descriptors: Foreign Countries, Obstetrics, Sustainability, Nursing Education
Essid, Joe; Wilde, Fran – EDUCAUSE Quarterly, 2011
Effective virtual simulations can embed participants in imaginary worlds. Researchers working in virtual worlds and gaming often refer to "immersion," a state in which a participant or player loses track of time and becomes one with the simulation. Immersive settings have been shown to deepen learning. Ken Hudson's work with students…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Role Playing
Gregory, Sue; Masters, Yvonne – Australasian Journal of Educational Technology, 2012
Role-plays in a virtual world hold tremendous potential for higher education because they allow synchronous, immersive participation by students located across the globe. They also have the added advantage of allowing students to adopt roles and carry out tasks that are not possible in the real world. In this article, a project that involved…
Descriptors: Foreign Countries, Distance Education, On Campus Students, Preservice Teacher Education
Mayrath, Michael C.; Traphagan, Tomoko; Jarmon, Leslie; Trivedi, Avani; Resta, Paul – Journal of Educational Computing Research, 2010
Substantial evidence now supports pedagogical applications of virtual worlds; however, most research supporting virtual worlds for education has been conducted using researcher-developed Multi-User Virtual Environments (MUVE). Second Life (SL) is a MUVE that has been adopted by a large number of academic institutions; however, little research has…
Descriptors: Virtual Classrooms, Instructional Design, Computer Simulation, Simulated Environment
Cornelius, Sarah; Marston, Phil – ALT-J: Research in Learning Technology, 2009
Much of the literature theorising mobile learning emphasises the importance of context with physical and social contexts identified to date. Our work to design and implement authentic mobile simulation activities using SMS text messaging suggests that a third context may also be important. This is a virtual context, the learner-created cognitive…
Descriptors: Electronic Learning, Educational Technology, Pilot Projects, Context Effect
Klopfer, Eric; Scheintaub, Hal; Huang, Wendy; Wendel, Daniel; Roque, Ricarose – E-Learning, 2009
StarLogo The Next Generation (TNG) enables secondary school students and teachers to model decentralized systems through agent-based programming. TNG's inclusion of a three-dimensional graphical environment provides the capacity to create games and simulation models with a first-person perspective. The authors theorize that student learning of…
Descriptors: Curriculum Development, Creative Thinking, Secondary School Students, Pilot Projects
Barwell, Graham; Moore, Chris; Walker, Ruth – Australasian Journal of Educational Technology, 2011
The model of learning best suited to the future may be one which sees learning as the process of managing the different kinds of participation an individual might have in complex social systems. Learning capability and engagement is thus dependent on the relationship between an individual identity and social systems. We report on the incorporation…
Descriptors: Social Systems, Pilot Projects, Computer Assisted Instruction, Student Evaluation
Mathews, James M. – English Teaching: Practice and Critique, 2010
The article presents a brief overview of the Neighbourhood Game Design Project, a studio-based curriculum intervention aimed at engaging students in the design of place-based mobile games and interactive stories using geo-locative technologies (for example, GPS enabled cell phones). It describes the three curricular components that defined the…
Descriptors: Curriculum Development, Teaching Methods, Design, Curriculum Implementation
Oliver, Kevin; Kellogg, Shaun; Townsend, Latricia; Brady, Kevin – Distance Education, 2010
Eight teams of elementary and middle school teachers developed pilot online courses for the North Carolina Virtual Public School (NCVPS) in the USA. A qualitative case study with focus groups and a follow-up survey helped to identify common needs of these non-traditional course designers during course development efforts. Findings suggest virtual…
Descriptors: Feedback (Response), Focus Groups, Web Based Instruction, Middle School Teachers
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