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Brandon, Jennifer Eve Andersen – ProQuest LLC, 2015
Engagement and motivation for participants in online learning have been studied extensively in business courses and in postsecondary courses. These studies have provided evidence of the difficulty for students to learn from and even complete online courses. Now that online learning is being promoted in high schools to cut costs and provide more…
Descriptors: Social Environment, Online Courses, Virtual Classrooms, Learning Experience
Bradford, Linda M. – ProQuest LLC, 2012
In spite of the growing popularity of virtual worlds for gaming, recreation, and education, few studies have explored the efficacy of 3D immersive virtual worlds in post-secondary instruction; even fewer discuss the ability of virtual worlds to help young adults develop creative thinking. This study investigated the effect of virtual world…
Descriptors: Higher Education, College Students, Virtual Universities, Virtual Classrooms
Abal, Abdulaziz – ProQuest LLC, 2013
The population of English Language Learners (ELLs) globally has been increasing substantially every year. In the United States alone, adult ELLs are the fastest growing portion of learners in adult education programs (Yang, 2005). There is a significant need to improve the teaching of English to ELLs in the United States and other English-speaking…
Descriptors: English (Second Language), Adult Education, Virtual Classrooms, Computer Simulation
Linda M. Bradford – ProQuest LLC, 2012
In spite of the growing popularity of virtual worlds for gaming, recreation, and education, few studies have explored the efficacy of 3D immersive virtual worlds in post-secondary instruction; even fewer discuss the ability of virtual worlds to help young adults develop creative thinking. This study investigated the effect of virtual world…
Descriptors: Creativity Tests, Creative Thinking, Higher Education, College Students
Burgess, Melissa L. – ProQuest LLC, 2010
In this mixed methods study the potential for developmental readers to experience optimal experience (flow) within the multi-user virtual environment, "Second Life," was examined. In an educational context, "Second Life" provided a space for constructivist learning, socialization, exploration, discovery and creativity. The communicative, social…
Descriptors: Constructivism (Learning), Experimental Groups, Control Groups, Critical Reading