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Hoeh, Emily; Bonati, Michelle L.; Chatlos, Suzannah; Squires, Maureen; Countermine, Bradley – International Journal for the Scholarship of Teaching and Learning, 2023
There is a notable lack of opportunity for students in pre-service professional training programs and faculty in higher education to collaborate and work together, across disciplines within a common area of professional expertise. In this case, a faculty learning community (FLC) was formed to create a set of video-based simulations based on…
Descriptors: Communities of Practice, Preservice Teacher Education, Interdisciplinary Approach, Teacher Collaboration
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Goldman, Ainsley S.; Sterling, Ashley E. – International Journal of Work-Integrated Learning, 2020
This paper describes a case study of how situated learning and community of practice theory were applied to the design and delivery of activities and learning assessments in a remote WIL course in a master-level Kinesiology program, supporting students' learning in professional placements. The rationale and theoretical grounding for the course…
Descriptors: Professional Identity, Foreign Countries, Kinesiology, Masters Programs
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Daniel J. Anderson – Analytic Teaching and Philosophical Praxis, 2019
Getting individuals to invest in reason is often an uphill battle for Community of Philosophical Inquiry (CPI) practitioners, especially when the CPI experience does not straightforwardly model decision-making outside the classroom. Intermittently using roleplaying games (RPG's) to conduct CPI's may help in this regard, as it provides individuals…
Descriptors: Philosophy, Communities of Practice, Thinking Skills, Role Playing
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Meighan, Paul J. – Language Policy, 2023
Language planning and policy (LPP), as a field of research, emerged to solve the "problem" of multilingualism in newly independent nation-states. LPP's principal emphasis was the reproduction of one-state, one-language policies. Indigenous languages were systematically erased through top-down, colonial medium-of-instruction policies,…
Descriptors: Language Planning, Multilingualism, American Indian Languages, Residential Schools
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Lomicka, Lara – Foreign Language Annals, 2020
During Covid-19, educators have been forced to quickly and creatively rethink teaching practices and the education of future generations. Community is a key consideration in reconceptualizing how the traditional classroom might function successfully in an online space. How does the virtual community of language learners interact with each other…
Descriptors: Computer Simulation, Second Language Learning, Second Language Instruction, Disease Incidence
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Vuylsteke, Jean-François – Research-publishing.net, 2022
Assessing the skills of the students who take part in a Virtual Exchange (VE) project is a challenging and complicated task, especially if it aims to engage both the students and VE co-organisers in the feedback and evaluation process. The objective of this chapter is to outline the pedagogical design of a business communication skills course and…
Descriptors: Case Studies, International Educational Exchange, Course Descriptions, Second Language Learning
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Cinganotto, Letizia; Cuccurullo, Daniela – Teaching English with Technology, 2016
The present contribution is aimed at describing one of the latest trends in the European school curricula: the teaching of subject content in a foreign language (CLIL), which is becoming more and more popular all over Europe, also bearing in mind the latest recommendations from the European Commission. Starting with a brief theoretical background…
Descriptors: Open Education, Educational Resources, Educational Quality, Second Language Learning
Clarkson, Jessica – International Association for Development of the Information Society, 2014
This paper presents the development process and framework used to construct a transportation app that uses situated learning, augmented reality, and communities of practice. Autism spectrum disorder (ASD) is a neurodevelopmental disorder that can cause social impairments as well as the limit the potential for the individual to achieve independence…
Descriptors: Autism, Pervasive Developmental Disorders, Communities of Practice, Computer Simulation
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O'Connor, Eileen A. – Journal of Educational Technology Systems, 2015
Opening with the history, recent advances, and emerging ways to use avatar-based virtual reality, an instructor who has used virtual environments since 2007 shares how these environments bring more options to community building, teaching, and education. With the open-source movement, where the source code for virtual environments was made…
Descriptors: Electronic Learning, Virtual Classrooms, Simulated Environment, Open Source Technology
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Stoilescu, Dorian – Journal of Interactive Learning Research, 2013
Instructional simulation had major difficulties in the past for offering limited possibilities in practice and learning. This article proposes a link between instructional simulation and Web 2.0 technologies. More exactly, I present the design of the Virtual Olympic Games Framework (VOGF), as a significant demonstration of how interactivity in…
Descriptors: Athletics, Computer Simulation, Educational Technology, Skill Development
Fominykh, Mikhail; Prasolova-Forland, Ekaterina; Divitini, Monica – International Association for Development of the Information Society, 2012
Creativity can be applied to every domain of knowledge and must be seen as an important competence. Supporting social creativity across different domains and disciplines in learning communities is an important part of collaborative process in both university education and in the context of large-scale international projects. In this paper, we…
Descriptors: Foreign Countries, Creativity, Computer Simulation, Social Systems
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Cheney, Amelia W.; Sanders, Robert L.; Matzen, Nita J.; Bronack, Stephen C.; Riedl, Richard E.; Tashner, John H. – Themes in Science and Technology Education, 2009
Participation in learning communities, and the construction of knowledge in communities of practice, are important considerations in the use of 3D immersive worlds. This article describes the creation of this type of learning environment in AETZone, an immersive virtual environment in use within graduate programs at Appalachian State University…
Descriptors: Computer Simulation, Communities of Practice, Educational Environment, Virtual Classrooms
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Reese, Curt – Journal of Educational Technology, 2008
Educational computer games provide an environment in which interactions among students, teachers, and texts differ non-trivially from those of the traditional classroom. In order to build and research computer games effectively, it is important to provide a theoretical background that adequately describes and explains learning and interactions in…
Descriptors: Communities of Practice, Educational Games, Computer Games, Learning Processes
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Nett, Bernhard – International Journal of Computer-Supported Collaborative Learning, 2008
Educators who are prepared to make use of CSCL can find themselves restricted in their space for maneuvering regarding educational innovation. As a supportive context can be very important for them, the study presented here describes and analyzes a related case of a Community of Practice (CoP) among tutors contributing to the development and…
Descriptors: Seminars, Student Participation, Educational Innovation, College Faculty