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Smith, Mary Kathryn – ProQuest LLC, 2016
This descriptive qualitative study investigates perceptions of students regarding the use of SocialSim, a tool designed to deliver simulation in a virtual environment using social media as a platform to facilitate inteprofessional education. There have been exponential changes in U.S. healthcare system in recent years, prompting the need for…
Descriptors: Computer Simulation, Virtual Classrooms, Student Attitudes, Allied Health Occupations Education
Mallchok, Malia M. – ProQuest LLC, 2017
The purpose of this qualitative design case study was to determine the design elements that can lead to technology acceptance of a mobile multimedia tour at an informal historical site. Using rapid prototyping, a tour prototype was developed using a low-cost Website building platform. The tour was then tested with thirteen participants in two…
Descriptors: Multimedia Materials, Electronic Learning, Qualitative Research, Historic Sites
Hollister, Jonathan M. – ProQuest LLC, 2016
This dissertation explores and describes the in-character and out-of-character information worlds and digital literacy practices of role-players, those that create and enact their characters' or avatars' stories, both within and outside of WildStar, a Massively Multiplayer Online Role-Playing Game (MMORPG) (Carbine Studios, 2015). Utilizing Jaeger…
Descriptors: Technological Literacy, Role Playing, Computer Games, Simulated Environment
Kingston, Linda S. – ProQuest LLC, 2011
Virtual worlds like Second Life are emerging technologies that have gained popularity among educators. As these worlds emerged, greater focus has been placed on the design of the environments themselves rather than the design of instruction within them. Educators have begun using these environments for teaching and instructional designers are now…
Descriptors: Instructional Design, Models, Computer Simulation, Case Studies