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Poitras, Eric G.; Harley, Jason M.; Liu, Yang S. – British Journal of Educational Technology, 2019
The purpose of this study is to experimentally manipulate discourse processes hypothesized to impact the emotions students experience when interacting with handheld augmented reality devices in informal learning settings. Research conducted in the field is often limited by practical constraints, requiring heavy investments in time and resources to…
Descriptors: Computer Simulation, Electronic Learning, Physical Activities, Tourism
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Chang, Yu-Shan; Chen, Si-Yi; Yu, Kuang-Chao; Chu, Yih-Hsien; Chien, Yu-Hung – British Journal of Educational Technology, 2017
This study explored the effects of cloud-based m-learning on students' creative processes and products in engineering design. A nonequivalent pretest-posttest design was adopted, and 62 university students from Taipei City, Taiwan, were recruited as research participants in the study. The results showed that cloud-based m-learning had a positive…
Descriptors: Telecommunications, Handheld Devices, Foreign Countries, Computer Software
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Davids, Mogamat Razeen; Harvey, Justin; Halperin, Mitchell L.; Chikte, Usuf M. E. – British Journal of Educational Technology, 2015
The usability of computer interfaces has a major influence on learning. Optimising the usability of e-learning resources is therefore essential. However, this may be neglected because of time and monetary constraints. User testing is a common approach to usability evaluation and involves studying typical end-users interacting with the application…
Descriptors: Electronic Learning, Monte Carlo Methods, Usability, Computer Software
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Schneckenberg, Dirk; Ehlers, Ulf; Adelsberger, Heimo – British Journal of Educational Technology, 2011
This paper discusses the potential of learning technologies to foster competence development of students. It aims to improve understanding of pedagogical conditions that have to be met to establish a competence orientation in e-learning. We review the literature to summarise recent changes in e-learning, identify attributes of web 2.0…
Descriptors: Electronic Learning, Learning Processes, Educational Technology, Competency Based Education
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de Freitas, Sara; Rebolledo-Mendez, Genaro; Liarokapis, Fotis; Magoulas, George; Poulovassilis, Alexandra – British Journal of Educational Technology, 2010
Traditional approaches to learning have often focused upon knowledge transfer strategies that have centred on textually-based engagements with learners, and dialogic methods of interaction with tutors. The use of virtual worlds, with text-based, voice-based and a feeling of "presence" naturally is allowing for more complex social interactions and…
Descriptors: Learning Theories, Learning Activities, Lifelong Learning, Experiential Learning
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Russell, Carol; Shepherd, John – British Journal of Educational Technology, 2010
As online environments and tools have evolved over the last 15-20 years, their use for role-based learning has expanded. This analysis draws on work for an Australian project that has been sharing and developing knowledge about the use of online role-plays in higher education. We describe the learning needs that online role-play can meet, and give…
Descriptors: Foreign Countries, Learning Activities, Program Descriptions, Electronic Learning
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Smith, Colleen; Gillham, David; McCutcheon, Helen; Ziaian, Tahereh – British Journal of Educational Technology, 2011
There are increased opportunities for online delivery innovation within the education sector because of rapid advances in Internet technology. This paper describes a unique and efficient approach to simulation called "scenariation". The scenariation project aimed to establish efficient processes for the development of scenariation content and…
Descriptors: Video Technology, Nursing Students, Nursing Education, Allied Health Occupations Education
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Nuutinen, Jussi; Sutinen, Erkki; Botha, Adele; Kommers, Piet – British Journal of Educational Technology, 2010
The rapid development of computer-supported collaborative environments has highlighted the need for collaborative knowledge construction devices. Because most available mindtools do not promote collaboration, there is a need for social mindtools that can be used in collaborative learning situations. We have used activity theory as a conceptual…
Descriptors: Collaborative Writing, Cooperative Learning, Constructivism (Learning), Educational Technology
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Klebl, Michael; Kramer, Bernd J.; Zobel, Annett – British Journal of Educational Technology, 2010
For technology-enhanced learning, the idea of "learning objects" transfers the technologies of content management, methods of software engineering and principles of open access to educational resources. This paper reports on CampusContent, a research project and competence centre for e-learning at FernUniversitat in Hagen that designed…
Descriptors: Foreign Countries, Electronic Learning, Educational Practices, Educational Technology
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Lau, Siong-Hoe; Woods, Peter C. – British Journal of Educational Technology, 2009
Many organisations and institutions have integrated learning objects into their e-learning systems to make the instructional resources more efficient. Like any other information systems, this trend has made user acceptance of learning objects an increasingly critical issue as a high level of learner satisfaction and acceptance reflects that the…
Descriptors: Electronic Learning, Student Attitudes, Intention, Information Systems
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Adcock, Amy B.; Duggan, Molly H.; Watson, Ginger S.; Belfore, Lee A. – British Journal of Educational Technology, 2010
This paper describes an assessment of a web-based interview simulation designed to teach empathetic helping skills. The system includes an animated character acting as a client and responses designed to recreate a simulated role-play, a common assessment method used for teaching these skills. The purpose of this study was to determine whether…
Descriptors: Educational Technology, Electronic Learning, Internet, Web Based Instruction
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Bellotti, Francesco; Berta, Riccardo; De Gloria, Alessandro; Primavera, Ludovica – British Journal of Educational Technology, 2010
Serious virtual worlds (SVWs) represent a great opportunity for learning and should embed a lot of high-quality contextualised information so that the player can take the most from his or her exploration of the environment. This requires defining new methodologies and tools for effective production. We have investigated this issue in implementing…
Descriptors: Foreign Countries, Cultural Background, Educational Games, Learning Theories
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Hew, Khe Foon; Cheung, Wing Sum – British Journal of Educational Technology, 2010
In this paper, we review past empirical research studies on the use of three-dimensional immersive virtual worlds in education settings such as K-12 and higher education. Three questions guided our review: (1) How are virtual worlds (eg, "Active Worlds", "Second Life") used by students and teachers? (2) What types of research methods have been…
Descriptors: Higher Education, Educational Research, Elementary Secondary Education, Research Methodology
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Dalgarno, Barney; Lee, Mark J. W. – British Journal of Educational Technology, 2010
This article explores the potential learning benefits of three-dimensional (3-D) virtual learning environments (VLEs). Drawing on published research spanning two decades, it identifies a set of unique characteristics of 3-D VLEs, which includes aspects of their representational fidelity and aspects of the learner-computer interactivity they…
Descriptors: Experiential Learning, Knowledge Representation, Virtual Classrooms, Educational Research
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Kebritchi, Mansureh – British Journal of Educational Technology, 2010
Even though computer games hold considerable potential for engaging and facilitating learning among today's children, the adoption of modern educational computer games is still meeting significant resistance in K-12 education. The purpose of this paper is to inform educators and instructional designers on factors affecting teachers' adoption of…
Descriptors: Instructional Design, Elementary Secondary Education, Computers, Educational Games
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