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Schonborn, Konrad J.; Bivall, Petter; Tibell, Lena A. E. – Computers & Education, 2011
This study explores tertiary students' interaction with a haptic virtual model representing the specific binding of two biomolecules, a core concept in molecular life science education. Twenty students assigned to a "haptics" (experimental) or "no-haptics" (control) condition performed a "docking" task where users sought the most favourable…
Descriptors: Computer Simulation, Interaction, Short Term Memory, Biological Sciences
deNoyelles, Aimee; Seo, Kay Kyeong-Ju – Computers & Education, 2012
A 3D multi-user virtual environment holds promise to support and enhance student online learning communities due to its ability to promote global synchronous interaction and collaboration, rich multisensory experience and expression, and elaborate design capabilities. Second Life[R], a multi-user virtual environment intended for adult users 18 and…
Descriptors: Electronic Learning, Class Activities, Video Games, Females
Girvan, Carina; Tangney, Brendan; Savage, Timothy – Computers & Education, 2013
Constructionism places an emphasis on the process of constructing shareable artefacts. Many virtual worlds, such as "Second Life", provide learners with tools for the construction of objects and hence may facilitate in-world constructionist learning experiences. However, the construction tools available present learners with a significant barrier…
Descriptors: Programming, Interviews, Distance Education, Novices
Bekebrede, G.; Warmelink, H. J. G.; Mayer, I. S. – Computers & Education, 2011
There is a growing interest in the use of simulations and games in Dutch higher education. This development is based on the perception that students belong to the "gamer generation" or "net generation": a generation that has grown up with computer games and other technology affecting their preferred learning styles, social…
Descriptors: Foreign Countries, Technological Advancement, Computer Simulation, Educational Games
Lorenzo, Carlos-Miguel; Sicilia, Miguel Angel; Sanchez, Salvador – Computers & Education, 2012
Massively Multiuser On-line Learning (MMOL) Platforms, often called "virtual learning worlds", constitute a still unexplored context for communication-enhanced learning, where synchronous communication skills in an explicit social setting enhance the potential of effective collaboration. In this paper, we report on an experimental study of…
Descriptors: Educational Technology, Evaluation Methods, Student Participation, Interaction
Jermann, Patrick; Dillenbourg, Pierre – Computers & Education, 2008
Two experimental studies test the effect of group mirrors upon quantitative and qualitative aspects of participation in collaborative problem solving. Mirroring tools consist of a graphical representation of the group's actions which is dynamically updated and displayed to the collaborators. In addition, metacognitive tools display a standard for…
Descriptors: Problem Solving, Metacognition, Interaction, Feedback (Response)
Cobos, Ruth; Pifarre, Manoli – Computers & Education, 2008
This paper presents a research study carried out to support and structure virtual interaction among university students that may trigger collaborative knowledge construction in the Web, supported by a CSCL system called KnowCat. Three characteristics of the KnowCat system are relevant to our educational purpose: firstly, students can share and…
Descriptors: Educational Objectives, Cooperative Learning, Internet, Computer Simulation
She, Hsiao-Ching; Chen, Yi-Zen – Computers & Education, 2009
This study examined how middle school students constructed their understanding of the mitosis and meiosis processes at a molecular level through multimedia learning materials presented in different interaction and sensory modality modes. A two (interaction modes: animation/simulation) by two (sensory modality modes: narration/on-screen text)…
Descriptors: Animation, Eye Movements, Attention, Interaction
Hmelo-Silver, Cindy E. – Computers & Education, 2003
Documenting collaborative knowledge construction is critical for research in computer-supported collaborative learning. Because this is a multifaceted phenomenon, mixed methods are necessary to construct a good understanding of collaborative interactions, otherwise there is a risk of being overly reductionistic. In this paper I use quantitative…
Descriptors: Sociocultural Patterns, Computer Simulation, Cooperative Learning, Data Analysis
Yang, Jie Chi; Chen, Chih Hung; Jeng, Ming Chang – Computers & Education, 2010
The aim of this study is to design and develop a Physically Interactive Learning Environment, the PILE system, by integrating video-capture virtual reality technology into a classroom. The system is designed for elementary school level English classes where students can interact with the system through physical movements. The system is designed to…
Descriptors: Feedback (Response), Experimental Groups, Computer Simulation, Learning Motivation

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