NotesFAQContact Us
Collection
Advanced
Search Tips
Publication Date
In 20250
Since 20240
Since 2021 (last 5 years)0
Since 2016 (last 10 years)2
Since 2006 (last 20 years)28
Publication Type
Reports - Descriptive31
Journal Articles29
Books2
Audience
Teachers2
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Showing 1 to 15 of 31 results Save | Export
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Taylor, T. L. – American Journal of Play, 2018
In this excerpt from the author's new book, "Watch Me Play: Twitch and the Rise of Game Live Streaming," (Princeton University Press, 2018), she discusses some of the work game live streamers undertake to convert their private play into public entertainment. She details the layers involved in a typical broadcast and argues that this…
Descriptors: Play, Video Games, Internet, Video Technology
Gee, James Paul – Phi Delta Kappan, 2018
In the digital age, young people's most powerful learning opportunities often occur online, in experiences and environments created by people working outside of the K-12 school system. In a sense, the internet has given new life to an older, less formal approach to education, in which individuals seek out and learn from others who share their…
Descriptors: Internet, Access to Information, Simulated Environment, Computer Simulation
Peer reviewed Peer reviewed
Direct linkDirect link
Oravec, Jo Ann – Journal of Research in Special Educational Needs, 2012
This paper outlines concerns for inclusive classrooms involving personal digital image modifications and selections, as well as avatar configurations. Classroom interactions incorporate various dimensions of personal appearance; however, educators try to make them primarily about knowledge and wisdom. Students in environments where they can…
Descriptors: Educational Technology, Internet, Simulated Environment, Social Networks
Peer reviewed Peer reviewed
Direct linkDirect link
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
Peer reviewed Peer reviewed
Direct linkDirect link
Levitt, Roberta; Piro, Joseph – International Journal of Web-Based Learning and Teaching Technologies, 2014
Technology integration and Information and Communication Technology (ICT)-based education have enhanced the teaching and learning process by introducing a range of web-based instructional resources for classroom practitioners to deepen and extend instruction. One of the most durable of these resources has been the WebQuest. Introduced around the…
Descriptors: Technology Uses in Education, Educational Technology, Technology Integration, Inquiry
Peer reviewed Peer reviewed
Direct linkDirect link
Fiore, Stephen M.; Rodriguez, Walter E.; Carstens, Deborah S. – Journal of STEM Education: Innovations and Research, 2012
This paper presents a framework for facilitating communication among STEM project teams that are geographically dispersed in synchronous or asynchronous online courses. The framework has been developed to: (a) improve how engineering and technology students and faculty work with collocated and geographically-dispersed teams; and (b) to connect the…
Descriptors: Educational Technology, Cooperation, Internet, Online Courses
Vidal, Darryl; Casey, Michael – Rowman & Littlefield Education, 2014
"N3xt Practices" is a ground-breaking advisory book for education decision makers. Its purpose is to challenge the top trends and initiatives of the previous decade in educational technology and bring light to their short-falls and misses. It also highlights successful endeavors and strategies and details a common-sense methodology to…
Descriptors: Guides, Technology Uses in Education, Educational Technology, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Wicks, Pamela – Community & Junior College Libraries, 2011
Virtual environments such as Second Life (SL) may provide a way to connect with today's digital native and increase the readership of the community college student, both in virtual and real world libraries. Many colleges and universities already have a presence in SL. Books and services typically found in a "brick and mortar" library can…
Descriptors: Community Colleges, Electronic Libraries, Virtual Classrooms, Internet
Peer reviewed Peer reviewed
Direct linkDirect link
Park, Yong Jin – Communication Teacher, 2012
Teaching communication policy to young college students can be a challenge. Students often consider law and policy as difficult, abstract, or even unrelated to their lives. Yet experienced teachers note that students--especially those who are first exposed to regulatory concepts--benefit when they actively participate, engage, and deliberate for…
Descriptors: Communications, Public Policy, College Instruction, Instructional Effectiveness
Squire, Kurt – Teachers College Press, 2011
Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the "gamer generation?" This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates…
Descriptors: Video Games, Educational Games, Educational Technology, Simulated Environment
Peer reviewed Peer reviewed
Direct linkDirect link
Stoerger, Sharon – Journal of Distance Education, 2010
Education technology proponents argue that tech-savvy students want active learning opportunities that enable them to produce, as well as consume, content. Some educators have responded to this rhetoric by appropriating virtual worlds such as Second Life (SL) for teaching and learning. While SL rewards exploration and experimentation, the…
Descriptors: Active Learning, Educational Technology, Learner Controlled Instruction, Educational Strategies
Borissova, Daniela; Mustakerov, Ivan – European Journal of Open, Distance and E-Learning, 2011
The Web-based e-learning can benefit from the modern multimedia tools combined with network capabilities to overcome traditional education. The objective of this paper is focused on e-training system development to improve performance of theoretical knowledge and providing ample opportunity for practical attainment of manual skills in virtual…
Descriptors: Internet, Student Costs, Web Based Instruction, Surgery
Ramaswami, Rama – Campus Technology, 2011
Just a few years ago, virtual worlds were credited with the power to transform the universe. Used since the late 1990s in military and medical applications, virtual worlds first gained mainstream media attention when Linden Lab released Second Life in 2003. While other worlds, including open source environments, have launched since then (examples…
Descriptors: Foreign Countries, Computer Software, Technical Support, Computer Uses in Education
Peer reviewed Peer reviewed
Direct linkDirect link
Barnett, Joshua H.; Archambault, Leanna – TechTrends: Linking Research and Practice to Improve Learning, 2010
Games have always been a part of the human experience. Even the earliest of civilizations created games for enjoyment and entertainment. However, the educational value of those games is a relatively recent consideration. Over the previous fifty years, scholars have questioned the potential positive lessons learned from games such as Monopoly[R],…
Descriptors: Economics, Theories, Instructional Effectiveness, Computer Simulation
Peer reviewed Peer reviewed
Direct linkDirect link
Kraus, U. – European Journal of Physics, 2008
Visualizations that adopt a first-person point of view allow observation and, in the case of interactive simulations, experimentation with relativistic scenes. This paper gives examples of three types of first-person visualizations: watching objects that move at nearly the speed of light, being a high-speed observer looking at a static environment…
Descriptors: Internet, Visualization, Scientific Concepts, Physics
Previous Page | Next Page ยป
Pages: 1  |  2  |  3