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Rustam Shadiev; Xuan Chen; Barry Lee Reynolds; Yanjie Song; Fahriye Altinay – British Journal of Educational Technology, 2024
This study investigates a virtual reality (VR) cross-cultural interactive learning environment that combines a 360-degree video camera for content creation, a viewing tool, and a video conference platform for real-time interaction. This environment aims to address the limitations of traditional 360-degree VR tools, particularly in enabling…
Descriptors: Cognitive Development, Stereotypes, Multicultural Education, Learning Activities
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Lili Yan; Breanne K. Litts; Melissa Tehee; Stuart Baggaley; Jennifer Jenkins – British Journal of Educational Technology, 2025
Although education is framed as a future-oriented enterprise, we often fail to serve the diverse futurities of youth, particularly in formal learning environments. The cultural norms of formal learning environments are rooted in dominant ways of being and knowing and this shapes how learning environments and learning technologies can be designed.…
Descriptors: Student Projects, Cultural Awareness, Multimedia Materials, Design
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Lim, Kenneth Y. T.; Lim, Ryan – British Journal of Educational Technology, 2020
This study describes an approach to history education which leverages augmented reality (AR). Currently, most learning interventions with AR are designed from the paradigm of an expert-led model of teaching, where the AR artefact is created by a domain expert; under such a paradigm, the learner has limited ownership of the process of artefact…
Descriptors: Semiotics, Foreign Countries, Intervention, Computer Simulation
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Pishtari, Gerti; Rodríguez-Triana, María J.; Sarmiento-Márquez, Edna M.; Pérez-Sanagustín, Mar; Ruiz-Calleja, Adolfo; Santos, Patricia; P. Prieto, Luis; Serrano-Iglesias, Sergio; Väljataga, Terje – British Journal of Educational Technology, 2020
Mobile and Ubiquitous Learning (m/u-learning) are finding an increasing adoption in education. They are often distinguished by hybrid learning environments that encompass elements of formal and informal learning, in activities that happen in distributed settings (indoors and outdoors), across physical and virtual spaces. Despite their purported…
Descriptors: Telecommunications, Handheld Devices, Teaching Methods, Learning Processes
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Lai, Ah-Fur; Chen, Chih-Hung; Lee, Gon-Yi – British Journal of Educational Technology, 2019
Reading has been regarded as a medium for learning science, revealing the importance of enhancing learners' reading competence in science education. The critical features of science texts are their multiple representations, such as text and visual elements, which assist the representation of science concepts. A multimedia learning environment can…
Descriptors: Computer Simulation, Cognitive Ability, Science Instruction, Teaching Methods
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Li, Zhong-Zheng; Cheng, Yuan-Bang; Liu, Chen-Chung – British Journal of Educational Technology, 2013
Game-like learning systems such as simulation games and digital toys are increasingly being applied to foster higher-level abilities in educational contexts, as they may facilitate an active learning experience. However, the effect of such game-like learning systems is not guaranteed because students may only be interested in the fantasy…
Descriptors: Active Learning, Instructional Design, Learning Strategies, Computer Simulation
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Nelson, Brian C.; Erlandson, Benjamin; Denham, Andre – British Journal of Educational Technology, 2011
In this paper, we take a designer's look at how the activities and data of learning and assessment can be structured in immersive virtual game environments called Massively Multi-Player Online Games (MMOG). In doing so, we examine the channels of evidence through which learning and assessment activities are derived in MMOGs, offering examples of…
Descriptors: Evidence, Data, Learning Activities, Educational Assessment
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Chang, Hsin-Yi; Wu, Hsin-Kai; Hsu, Ying-Shao – British Journal of Educational Technology, 2013
Augmented reality (AR) technologies are identified as one of key emerging technologies for education in the next 5 years. AR takes advantage of virtual objects or information overlaying physical objects or environments, resulting in a mixed reality in which virtual objects and real environments coexist in a meaningful way to augment learning…
Descriptors: Computer Simulation, Educational Technology, Technology Integration, Science and Society
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Edirisingha, Palitha; Nie, Ming; Pluciennik, Mark; Young, Ruth – British Journal of Educational Technology, 2009
This paper reports findings of a pilot study that examined the pedagogical potential of "Second Life" (SL), a popular three-dimensional multi-user virtual environment (3-D MUVE) developed by the Linden Lab. The study is part of a 1-year research and development project titled "Modelling of Secondlife Environments"…
Descriptors: Research and Development, Learning Activities, Socialization, Foreign Countries