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Samuels, Peter; Haapasalo, Lenni – International Journal of Mathematical Education in Science and Technology, 2012
LOGO and turtle graphics were an influential movement in primary school mathematics education in the 1980s and 1990s. Since then, technology has moved forward, both in terms of its sophistication and pedagogical potential; and learner experiences, preferences and ways of thinking have changed dramatically. Based on the authors' previous work and a…
Descriptors: Virtual Classrooms, Robotics, Mathematics Education, Mathematics
Thomassen, Aukje; Rive, Pete – Learning, Media and Technology, 2010
The theory and lessons of knowledge exchange, in both a physical and virtual environment, suggest a framework for understanding the specific requirements for a digital design class in "Second Life". Through teaching and observing students who were asked to complete a machinima project, our research provided examples of the strengths and…
Descriptors: Foreign Countries, Virtual Classrooms, Computer Simulation, Role Playing
Schiller, Shu Z. – Journal of Information Systems Education, 2009
Guided by the principles of learner-centered teaching methodology, a Second Life project is designed to engage students in active learning of virtual commerce through hands-on experiences and teamwork in a virtual environment. More importantly, an assessment framework is proposed to evaluate the learning objectives and learning process of the…
Descriptors: Student Attitudes, Learning Motivation, Virtual Classrooms, Teaching Methods
Veletsianos, George; Heller, Robert; Overmyer, Scott; Procter, Mike – British Journal of Educational Technology, 2010
This paper examines the effective deployment of conversational agents in virtual worlds from the perspective of researchers/practitioners in cognitive psychology, computing science, learning technologies and engineering. From a cognitive perspective, the major challenge lies in the coordination and management of the various channels of information…
Descriptors: Cues, Engineering, Cognitive Psychology, Internet
Laoui, Tahar; O'Donoghue, John – Research in Science & Technological Education, 2008
This paper is based on the experience acquired in teaching materials science/engineering to first year university students. It has been observed that students struggle with some of the fundamental materials concepts addressed in the module/course. This applies to delivered lectures but extends to the incorporation of tutorial sessions provided…
Descriptors: College Freshmen, Engineering Education, Computer Assisted Instruction, Fundamental Concepts
Bayne, Sian – ALT-J: Research in Learning Technology, 2008
This paper brings together the theory of the uncanny as it emerges in cultural theory, with an understanding of the uncanniness and troublesomeness seen to be inherent in certain understandings of teaching and learning in higher education. Drawing on research into students' experiences of learning in virtual worlds, it explores the sense in which…
Descriptors: Higher Education, Virtual Classrooms, Student Experience, Online Courses
Dunsworth, Qi; Atkinson, Robert K. – Computers & Education, 2007
Research suggests that students learn better when studying a picture coupled with narration rather than on-screen text in a computer-based multimedia learning environment. Moreover, combining narration with the visual presence of an animated pedagogical agent may also encourage students to process information deeper than narration or on-screen…
Descriptors: Narration, Human Body, Educational Environment, Multimedia Instruction