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Cherner, Todd; Halpin, Peter – Journal of Interactive Learning Research, 2021
Virtual reality (VR) is an emerging technology that is gaining traction in K12 education. Whereas well-designed and engaging VR experiences may be considered educational, teacher educators with content-area expertise are uniquely positioned to analyze the actual content provided by those experiences when determining VR's educational value.…
Descriptors: Content Analysis, Computer Software, Computer Simulation, Preservice Teachers
Voelkel, Robert H.; Johnson, Christie W.; Gilbert, Kristen A. – Online Journal of Distance Learning Administration, 2016
The purpose of this article is to present how one university incorporates immersive simulations through platforms which employ avatars to enhance graduate student understanding and learning in educational leadership programs. While using simulations and immersive virtual environments continues to grow, the literature suggests limited evidence of…
Descriptors: Graduate Students, Graduate Study, Instructional Leadership, Computer Simulation
Young, William, II; Franklin, Teresa; Cooper, Tessa; Carroll, Stephen; Liu, Chang – Journal of Interactive Learning Research, 2012
In an age of technological advancement, video games have been found to be effective teaching aids in middle school science classrooms. A National Science Foundation (NSF) project at Ohio University, known as STEAM, (Science and Technology Enrichment for Appalachian Middle Schoolers), has examined Second Life as a curriculum aid through the design,…
Descriptors: Video Games, Middle Schools, Secondary School Science, Educational Games
Mabrito, Mark; Medley, Rebecca – Innovate: Journal of Online Education, 2008
One way of better understanding Net-Generation learners is to examine the texts they create on online social networking, blogging, and image sites as well as in virtual worlds. Mark Mabrito and Rebecca Medley explore the nature of Net-Generation texts as a reflection of the cognitive differences between this generation's students and their older…
Descriptors: Perspective Taking, Content Analysis, Computer Mediated Communication, Social Networks
Merchant, Guy – Educational Research, 2010
Background: Although much has been written about the ways in which new technology might transform educational practice, particularly in the area of literacy learning, there is relatively little empirical work that explores the possibilities and problems--or even what such a transformation might look like in the classroom. 3D virtual worlds offer a…
Descriptors: Social Control, Educational Practices, Educational Change, Literacy