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Shaikh, Rafikh Rashid; G., Nagarjuna; Gupta, Ayush – Education and Information Technologies, 2023
Networked computers can potentially support classrooms to be more interactive. It can help students share representations amongst themselves and work together on a shared virtual activity space. In research on the role of shared screens or shared virtual workspace in learning settings, there has been less attention paid to contexts where learners…
Descriptors: Technology Uses in Education, Computer Assisted Instruction, Computer Games, Mathematics Education
Hellermann, John; Thorne, Steven L. – Modern Language Journal, 2022
Drawing on usage-based approaches to the study of language learning--including recent research on mobility in interaction, embodied approaches to cognition and communicative action, and innovations in place-based language learning in the wild--this article uses methods from ethnomethodological conversation analysis to investigate video recordings…
Descriptors: Second Language Learning, Language Usage, Schemata (Cognition), English (Second Language)
Denham, André R.; Guyotte, Kelly W. – Learning, Media and Technology, 2018
Digital games have the potential of being a transformative tool for applying constructionist principles to learning within formal and informal learning settings. Unfortunately, most recent attention has focused on instructionist games. Connected gaming provides a tantalizing alternative approach by calling for the development of games that are…
Descriptors: Computer Games, Teaching Methods, Transformative Learning, Computer Mediated Communication
Clark, Douglas B.; Sengupta, Pratim – Interactive Learning Environments, 2020
This paper situates a critical review of studies that we have conducted within the broader research literature to analyze the affordances of integrating modeling within disciplinarily-integrated games from computational thinking and science as practice perspectives. Across the studies, the analyses pursue two themes: (a) the role of agent-based…
Descriptors: Game Based Learning, Thinking Skills, Computer Games, Science Education
Bai, Hua – TechTrends: Linking Research and Practice to Improve Learning, 2019
The advancement of mobile technology has influenced teaching and learning at various educational levels. The mobility, ubiquity, and connectivity of mobile devices help to foster meaningful learning experience across contexts and in different subject areas. Positive results from mobile learning have been reported in the current literature. To help…
Descriptors: Teaching Methods, Telecommunications, Cooperative Learning, Inquiry
Giralt, Marta; Murray, Liam – Research-publishing.net, 2019
At a recent TeCoLa3 project conference, Colpaert (2017) declared: "there is not enough evidence to suggest that technology has a direct effect on learning, not even virtual worlds. No, not even games… My hypothesis is… that the added value of technology depends on the designs of your learning environment on the one hand… and what I will talk…
Descriptors: Computer Games, Intercultural Communication, Computer Simulation, Teaching Methods
Maratou, Vicky; Chatzidaki, Eleni; Xenos, Michalis – Interactive Learning Environments, 2016
This article presents a role-play game for software project management (SPM) in a three-dimensional online multiuser virtual world. The Opensimulator platform is used for the creation of an immersive virtual environment that facilitates students' collaboration and realistic interaction, in order to manage unexpected events occurring during the…
Descriptors: Computer Software, Computer Simulation, Program Development, Teaching Methods
Goh, Shu Li – JALT CALL Journal, 2016
The rapid progress of technology has revolutionized learning and in the field of computer assisted language learning, the use of digital games has expanded significantly. One type of game that has been attracting interest is massively multiplayer online role-playing games (henceforth MMORPGs). Recent research has drawn attention to the potential…
Descriptors: Learning Strategies, Role Playing, Computer Games, Second Language Learning
Richards, Jack C. – RELC Journal: A Journal of Language Teaching and Research, 2015
There are two important dimensions to successful second language learning: what goes on inside the classroom and what goes on outside of the classroom. While language teaching has always been seen as a preparation for out-of-class uses of language, much of the focus in language teaching in the past has typically been on classroom-based language…
Descriptors: Second Language Learning, Literacy, Second Language Instruction, Teacher Education
Cohen, Moshe; Miyake, Naomi – 1985
A worldwide international computer network, called the Intercultural Learning Network, has been developed to provide students from different cultures with opportunities to work cooperatively. Prototype activities have been developed and tested which facilitate and contextualize interactions among secondary and college students. Joint projects in…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Networks, Cooperative Learning
Chen, Gwo-Dong; Shen, Gee-Yu; Ou, Kuo-Liang; Liu, Baw-Jhiune – 1998
This paper discusses the use of WebQuest, a World Wide Web-based multi-user game, in promoting learning motivation and navigation skills in K-9 students. WebQuest demonstrates ways to integrate games, Internet communication facilities, Web-based courseware, and database techniques together in order to assist learning. The following guidelines for…
Descriptors: Academic Achievement, Comparative Analysis, Computer Assisted Instruction, Computer Games