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Paracha, Samiullah; Hall, Lynne; Clawson, Kathy; Mitsche, Nicole – International Journal of Virtual and Personal Learning Environments, 2020
Virtual environments have the potential to be an important teaching tool for emotionally sensitive issues capable of producing a sense of presence, perspective-taking and introspection in users in a risk-free, rapid feedback experience. In designing such experiences, it is essential that users are regularly engaged in a collaborative design…
Descriptors: Computer Simulation, Emotional Development, Social Development, Empathy
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Hadjistassou, Stella Kyprou – International Journal of Virtual and Personal Learning Environments, 2017
This article explores the underlying processes involved as two experienced Portuguese as a foreign language instructors, who are novices to 3D technologies, became immersed in the epistemology of teaching in a 3D context. The two instructors undertook a challenging initiative to develop and deliver two sections of oral Portuguese in a 3D…
Descriptors: Portuguese, Second Language Learning, Second Language Instruction, Language Teachers
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Yong, Su-Ting – International Journal of Virtual and Personal Learning Environments, 2017
The purpose of this study was to explore gender differences among digital native students in mathematics learning and gaming. A quantitative dominant mixed methods approach was employed in which quantitative surveys [174 students] and qualitative interviews [eight students, eight parents and six teachers] were administered concurrently. Data…
Descriptors: Gender Differences, Technological Literacy, Educational Technology, Technology Uses in Education
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Iacovides, Ioanna; Aczel, James; Scanlon, Eileen; Taylor, Josie; Woods, Will – International Journal of Virtual and Personal Learning Environments, 2011
Digital games can be powerful learning environments because they encourage active learning and participation within "affinity groups" (Gee, 2004). However, the use of games in formal educational environments is not always successful (O'Neil et al., 2005). There is a need to update existing theories of motivation and engagement in order…
Descriptors: Educational Technology, Technology Uses in Education, Learner Engagement, Informal Education
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Kongmee, Isara; Strachan, Rebecca; Pickard, Alison; Montgomery, Catherine – International Journal of Virtual and Personal Learning Environments, 2012
Massively Multiplayer Online Role Playing Games (MMORPGs) create large virtual communities. Online gaming shows potential not just for entertaining, but also in education. This research investigates the use of commercial MMORPGs to support second language teaching. MMORPGs offer virtual safe spaces in which students can communicate by using their…
Descriptors: Computer Games, Role Playing, Second Language Learning, Computer Simulation
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Khan, Misbah Mahmood; Reed, Jonathan – International Journal of Virtual and Personal Learning Environments, 2011
Games Based Learning needs to be linked to good learning theory to become an important educational intervention. This study examines the effectiveness of a collection of computer games called Neurogames®. Neurogames are a group of computer games aimed at improving reading and basic maths and are designed using neuropsychological theory. The…
Descriptors: Teaching Methods, Educational Games, Computer Games, Numeracy