Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 16 |
Since 2006 (last 20 years) | 53 |
Descriptor
Source
Author
Wright, Vivian H. | 2 |
Anderson, Bodi | 1 |
Ares, Nancy | 1 |
Avgousti, Maria Iosifina | 1 |
Bagley, E. A. | 1 |
Barrera, Salvador | 1 |
Blackmon, Stephanie | 1 |
Bledsoe, Scott | 1 |
Brady, Kevin | 1 |
Bulu, Saniye Tugba | 1 |
Burnham, Joy J. | 1 |
More ▼ |
Publication Type
Reports - Research | 53 |
Journal Articles | 49 |
Speeches/Meeting Papers | 3 |
Books | 1 |
Collected Works - General | 1 |
Information Analyses | 1 |
Tests/Questionnaires | 1 |
Education Level
Audience
Location
United Kingdom | 4 |
Japan | 3 |
Australia | 2 |
Finland | 2 |
Greece | 2 |
South Africa | 2 |
Spain | 2 |
China | 1 |
Cyprus | 1 |
Florida | 1 |
Guatemala | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Hui Huang; Scott Grant; Jing Yan – Language Learning Journal, 2024
Foreign language classroom anxiety (FLCA) is 'a distinct complex set of self-perceptions, beliefs, feelings and behaviours related to classroom language learning arising from the uniqueness of the language learning process' (Horwitz, Horwitz and Cope 1986: 128) [Foreign language classroom anxiety. "The Modern Language Journal" 70, no. 2:…
Descriptors: Foreign Countries, Higher Education, Second Language Learning, Chinese
Liu, Yingjie; Butzlaff, Alice – Journal of Computer Assisted Learning, 2021
Background: Virtual reality can be a useful substitute to improve nursing education outside of the hospital setting. In the wake of COVID-19, an opportunity to compare a virtual reality activity for nursing students in the traditional classroom and in an online environment took place. Objectives: The goal of this study was to examine the effects…
Descriptors: Computer Simulation, Simulated Environment, Hospitals, Nursing Education
Yu, Fu-Yun; Hsieh, Hsiao-Ting; Chang, Ben – Research and Practice in Technology Enhanced Learning, 2017
This study explored the potential of Second Life (SL), a popular multi-user virtual online environment, for university counseling. University students (n = 312) were asked to evaluate three counseling channels (i.e., traditional face-to-face, internet, and SL) based on a range of media features deemed relevant and important to counseling and to…
Descriptors: Counseling Services, College Students, Computer Simulation, Simulated Environment
Dixon, Nancy – Learning Organization, 2017
Purpose: Research suggests that teaming routines facilitate learning in teams. This paper identifies and details how specific teaming routines, implemented in a virtual team, support its continual learning. The study's focus was to generate authentic and descriptive accounts of the interviewees' experiences with virtual teaming routines.…
Descriptors: Teamwork, Computer Mediated Communication, Case Studies, Interviews
Gee, Elisabeth; Gee, James Paul – Teachers College Record, 2017
Background: Videogames and virtual worlds have frequently been studied as learning environments in isolation; that is, scholars have focused on understanding the features of games or virtual worlds as separate from or different than "real world" environments for learning. Although more recently, scholars have explored the teaching and…
Descriptors: Video Games, Simulated Environment, Computer Simulation, Teaching Methods
Khlomov, K. D.; Kondrashkin, A. V.; Kuzin, P. A.; Kalyakina, S. M.; Tyulkanova, K. I.; Medvedev, D. P. – Russian Education & Society, 2018
This article addresses the need for changes in current views on adolescent development. It presents observations of adolescent behavior in the online game Dragon Nest that were conducted by specialists from the Crossroads Center for Social and Psychological Adaptation and Adolescent Development, Moscow State University of Psychology and Education,…
Descriptors: Adolescent Development, Behavior, Video Games, Social Theories
Hadjistassou, Stella; Avgousti, Maria Iosifina; Louca, Petros – Research-publishing.net, 2019
While the debate on breakthrough technologies has focused on inept, dexterous, and socially transforming technologies such as Artificial Intelligence (AI) assistants and robot dexterity, in second/foreign language learning, particular emphasis is placed on AI, Augmented Reality (AR) and Virtual Reality (VR). This study takes a closer look at the…
Descriptors: International Educational Exchange, Intercultural Communication, Intercultural Programs, Simulated Environment
Peña, Adriana; Rangel, Nora; Muñoz, Mirna; Mejia, Jezreel; Lara, Graciela – Educational Technology & Society, 2016
While a person's internal state might not be easily inferred through an automatic computer system, within a group, people express themselves through their interaction with others. The group members' interaction can be then helpful to understand, to certain extent, its members' affective behavior in any case toward the task at hand. In this…
Descriptors: Affective Behavior, Nonverbal Communication, Computer Mediated Communication, Simulated Environment
Orhan, Sevil; Karaman, M. Kemal – International Association for Development of the Information Society, 2014
Specifically Second Life (SL) among virtual worlds draws attention of researchers to form collaborative learning environments (Sutcliffe & Alrayes, 2012) since it could be used as a rich platform to simulate a real environment containing many collaborative learning characteristics and interaction tools within itself. Five Stage Model (FSM)…
Descriptors: Computer Simulation, Simulated Environment, Cooperative Learning, Educational Environment
Bagley, E. A.; Shaffer, D. W. – Journal of Computer Assisted Learning, 2015
Research has shown that computer games and other virtual environments can support significant learning gains because they allow young people to explore complex concepts in simulated form. However, in complex problem-solving domains, complex thinking is learned not only by taking action, but also with the aid of mentors who provide guidance in the…
Descriptors: Computer Games, Simulated Environment, Thinking Skills, Mentors
Melchor-Couto, Sabela – ReCALL, 2018
In recent years, a considerably high number of research studies have looked into the use of virtual worlds (VWs) for language learning. A number of authors have hypothesised about the effects of anonymity when foreign language interactions are conducted via VWs. This study addresses the effect that the anonymity experienced in VW interaction may…
Descriptors: Oral Language, Computer Simulation, Second Language Instruction, Anxiety
Suarez-Warden, Fernando; Barrera, Salvador – EURASIA Journal of Mathematics, Science & Technology Education, 2017
Communicative learning progress in industry and education must gain focus and commitment otherwise innovation efforts by new technologies and recent researches will produce scarce results. Frequently, it appears gaps in quality and efficiency due to lack of ideas assimilation, matter that can be noticed. Investigators may discourse about platforms…
Descriptors: Computer Simulation, Simulated Environment, Man Machine Systems, Communication Skills
Howard, Craig D.; Do, Jaewoo – Teaching English with Technology, 2017
Participation in interactive games, especially those in immersive environments, is often employed in learning contexts to stochastically develop L2 learners' language ability. However, typical measures of language ability often do not reflect pragmatic competencies. This study juxtaposes two elementary school ESL learners' language ability, and…
Descriptors: Games, Interaction, Second Language Instruction, English (Second Language)
Ho, Tu-Kuang; Lin, Yu-Tzeng – Journal of Educational Computing Research, 2016
Group identity is a critical component in developing effective classroom management. While there have been numerous studies on group identity, they have primarily focused on its effects on the physical classroom entity. Advances in information technology, however, have enabled the creation of virtual communities, which have become a vital channel…
Descriptors: Group Dynamics, Classroom Techniques, Online Courses, Simulated Environment
Blackmon, Stephanie – International Review of Research in Open and Distributed Learning, 2015
Online environments, particularly virtual worlds, can sometimes complicate issues of self expression. For example, the faculty member who loves punk rock has an opportunity, through hairstyle and attire choices in the virtual world, to share that part of herself with students. However, deciding to share that part of the self can depend on a number…
Descriptors: Online Courses, Computer Simulation, Simulated Environment, Teacher Attitudes