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Grant Cooper; Li Ping Thong; Kok-Sing Tang – Educational Media International, 2024
Immersive virtual reality (IVR) offers significant transformative potential for science education by supporting learning experiences that deeply engage students and improve their understanding of scientific concepts. Despite considerable interest, research on the use of IVR in science education is still in its formative stage. Currently, there is…
Descriptors: Science Education, Computer Simulation, Learning Experience, Learner Engagement
Koutromanos, George; Sofos, Alivisos; Avraamidou, Lucy – Educational Media International, 2015
This paper provides a review of the literature about the use of augmented reality in education and specifically in the context of formal and informal environments. It examines the research that has been conducted up to date on the use of those games through mobile technology devices such as mobile phones and tablets, both in primary and secondary…
Descriptors: Literature Reviews, Educational Games, Handheld Devices, Courseware
Bower, Matt; Howe, Cathie; McCredie, Nerida; Robinson, Austin; Grover, David – Educational Media International, 2014
Augmented Reality is poised to profoundly transform Education as we know it. The capacity to overlay rich media onto the real world for viewing through web-enabled devices such as phones and tablet devices means that information can be made available to students at the exact time and place of need. This has the potential to reduce cognitive…
Descriptors: Educational Technology, Technology Uses in Education, Case Studies, Student Attitudes
Johnson, Thomas – Educational Media International, 2012
This study investigates the use of software technology that is used by emergency management professionals to create an authentic learning environment in emergency and disaster management courses in the classroom. Participants were 235 upper-level students enrolled in residential and online emergency and disaster management courses at a mid-sized…
Descriptors: Educational Environment, Educational Technology, Student Attitudes, Emergency Programs
Eaton, Lynn Jones; Guerra, Mario; Corliss, Stephanie; Jarmon, Leslie – Educational Media International, 2011
For the first time in history, an entire statewide public institution of higher education is extending all of its 16 campuses into the online virtual world of Second Life and is creating one of the largest virtual collaborative learning communities in the world. There are three levels of assessment and research for this initial-entry project: (1)…
Descriptors: Public Colleges, Cooperative Learning, Interdisciplinary Approach, Barriers
Fang, Linda; Tan, Hock Soon; Thwin, Mya Mya; Tan, Kim Cheng; Koh, Caroline – Educational Media International, 2011
This study seeks to understand the value simulation-based learning (SBL) added to the learning of Machining Technology in a 15-week core subject course offered to university students. The research questions were: (1) How did SBL enhance classroom learning? (2) How did SBL help participants in their test? (3) How did SBL prepare participants for…
Descriptors: Foreign Countries, Mastery Learning, Workshops, College Instruction
Pfeil, Ulrike; Ang, Chee Siang; Zaphiris, Panayiotis – Educational Media International, 2009
We aimed to study the characteristics and usage patterns of 3D virtual worlds in the context of teaching and learning. To achieve this, we organised a full-day workshop to explore, discuss and investigate the educational use of 3D virtual worlds. Thirty participants took part in the workshop. All conversations were recorded and transcribed for…
Descriptors: Workshops, Case Studies, Performance Factors, Use Studies
Mahon, Jennifer; Bryant, Bobby; Brown, Ben; Kim, Miran – Educational Media International, 2010
The following article discusses an educational simulation created within Second Life (SL) in order to assist pre-service teachers (PSTs) in gaining more experience managing student behavior. The article discusses the development, implementation, and assessment of the simulation as well as student data on the feasibility of the approach in…
Descriptors: Classroom Techniques, Preservice Teacher Education, Student Behavior, Discipline
Tay, Lee Yong; Lim, Cher Ping – Educational Media International, 2010
This paper examines how a game-like 3D Multi-User Virtual Environment (MUVE), Quest Atlantis (QA), is used in an after-school programme to engage a group of 14 academically at-risk primary students in their learning. It adopts an activity theoretical perspective to identify the disturbances and contradictions during the implementation of the…
Descriptors: Virtual Classrooms, Social Environment, Information Technology, At Risk Students
Jarmon, Leslie; Traphagan, Tomoko; Mayrath, Michael – Educational Media International, 2008
This paper presents an empirical study of how Second Life (SL) was utilized for a highly successful project-based graduate interdisciplinary communication course. Researchers found that an integrated threefold approach emphasizing project-based pedagogy, technical training and support, and assessment/research was effective in cultivating and…
Descriptors: Student Projects, Experiential Learning, Active Learning, Program Effectiveness
Collis, Betty; Moonen, Jef – Educational Media International, 2008
A major change has occurred in the way Web technology is being used in society. The change is grounded in user empowerment using Web 2.0 tools and processes. Students are already sophisticated users of these tools and processes, but outside of the mainstream instructional practices in higher education. In this reflection, the educational potential…
Descriptors: Higher Education, Teaching Methods, Educational Technology, Internet

Hedburg, John; Alexander, Shirley – Educational Media International, 1994
Discusses situated learning and virtual reality, focusing on the pedagogical aspects of the technology and its importance in achieving a learning environment which challenges and supports effective learning. (AEF)
Descriptors: Computer Simulation, Educational Environment, Educational Technology, Experiential Learning

Sirohi, Vijayalaxmi – Educational Media International, 1999
Baroma (Balance of Rotating Machinery), the Web-based educational engineering interactive software for teaching/learning combines didactical and software ergonomical approaches. The software in tutorial form simulates a problem using Visual Interactive Simulation in graphic display, and animation is brought about through graphical user interface…
Descriptors: Animation, Computer Graphics, Computer Interfaces, Computer Simulation

Orwig, Gary; And Others – Educational Media International, 1993
Describes projects at the University of Central Florida to test new training technologies under controlled but realistic settings. Original plans for an "Experimental Prototyping Classroom" are discussed; and current developments in language training research, gaming technology, and virtual environments are described. (EAM)
Descriptors: Computer Assisted Instruction, Computer Games, Computer Simulation, Courseware

Harmon, Stephen W.; Kenney, Patrick J. – Educational Media International, 1994
Discusses the contexts where virtual reality (VR) training environments might be appropriate; examines the advantages and disadvantages of VR as a training technology; and presents a case study of a VR training environment used at the NASA Johnson Space Center in preparation for the repair of the Hubble Space Telescope. (AEF)
Descriptors: Aerospace Education, Case Studies, Comparative Analysis, Computer Simulation