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Showing 1 to 15 of 17 results Save | Export
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Ibrahim, Karim – International Journal of Game-Based Learning, 2018
This article describes how the literature on game-based foreign language (FL) learning has demonstrated that player-game interactions have a strong potential for FL learning. However, little is known about the fine-grained dynamics of these interactions, or how they could facilitate FL learning. To address this gap, the researcher conducted a…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Second Language Learning
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Rau, Martina A. – Journal of Learning Analytics, 2017
STEM instruction often uses visual representations. To benefit from these, students need to understand how representations show domain-relevant concepts. Yet, this is difficult for students. Prior research shows that physical representations (objects that students manipulate by hand) and virtual representations (objects on a computer screen that…
Descriptors: High School Students, Charter Schools, STEM Education, Knowledge Representation
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Helm, Francesca; Dooly, Melinda – Language Learning & Technology, 2017
Computer-mediated communication (CMC) once meant principally text-based communication mediated by computers, but rapid technological advances in recent years have heralded an era of multimodal communication with a growing emphasis on audio and video synchronous interaction. As CMC, in all its variants (text chats, video chats, forums, blogs, SMS,…
Descriptors: Case Studies, Computer Mediated Communication, Second Language Learning, Second Language Instruction
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Williams, Nicole V. – Mid-Western Educational Researcher, 2015
The purpose of this study was to determine how teacher education programs may better prepare teacher candidates to teach in K-12 online learning environments. The primary research question addressed was: What specific knowledge, skills, and dispositions should teacher education programs include in their curriculum to better prepare teacher…
Descriptors: Qualitative Research, Case Studies, Online Courses, Teacher Educators
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Black, Rebecca W.; Korobkova, Ksenia; Epler, Alexandra – Journal of Early Childhood Literacy, 2014
This paper examines the ways in which Mattel's "Barbie Girls" and "Xtractaurs," online sites aimed at girls and boys of six years of age and up, respectively, offer markedly distinct literate and semiotic resources for their young users. Analysis focuses on the multimodal layers of meaning and the mediating tools,…
Descriptors: Play, Interaction, Content Analysis, Web Sites
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Fominykh, Mikhail; Prasolova-Forland, Ekaterina – Interactive Technology and Smart Education, 2012
Purpose: Collaborative virtual environments (CVEs) have become increasingly popular in educational settings and the role of 3D content is becoming more and more important. Still, there are many challenges in this area, such as lack of empirical studies that provide design for educational activities in 3D CVEs and lack of norms of how to support…
Descriptors: Foreign Countries, Constructivism (Learning), Educational Technology, Group Activities
Blodgett, Bridget M. – ProQuest LLC, 2011
For the first time in the history of collective action, the offline world has experienced a virtually organized and enacted union strike. While this was the first publicly noticed political action in a virtual world, others have been going on for several years now. As virtual worlds continue to grow in popularity, this type of protest of action…
Descriptors: Strikes, Web Sites, Electronic Publishing, Social Action
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Loke, Swee-Kin; Tordoff, June; Winikoff, Michael; McDonald, Jenny; Vlugter, Peter; Duffull, Stephen – British Journal of Educational Technology, 2011
Several scholars contend that learning with computer games and simulations results in students thinking more like professionals. Bearing this goal in mind, we investigated how a group of pharmacy students learnt with an in-house developed computer simulation, SimPharm. Adopting situated cognition as our theoretical lens, we conducted a case study…
Descriptors: Feedback (Response), Undergraduate Students, Pharmacy, Interviews
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Girvan, Carina; Savage, Timothy – Computers & Education, 2010
As increasing numbers of educators explore the use of virtual worlds for education, there is a need to consider which pedagogical approaches can provide an opportunity to do more than recreate the traditional classroom by leveraging the unique characteristics and potential that the technology can offer. This study identifies Communal…
Descriptors: Constructivism (Learning), Computer Mediated Communication, Interviews, Learning Experience
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Peterson, Mark – ReCALL, 2010
This paper reports on an exploratory case study that investigates the synchronous interaction of intermediate level EFL learners in the 3D virtual world "Second Life." The subjects took part in three seventy-minute chat sessions that involved the use of affordances provided by a purpose-built world within this environment. Analysis of the data…
Descriptors: English (Second Language), Second Language Learning, Computer Assisted Instruction, Internet
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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
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Doerr-Stevens, Candance – E-Learning and Digital Media, 2011
This article presents a qualitative case study that uses discourse and social semiotic analysis methods in order to examine the rhetorical construction of fictional personas within an online role play used for learning in the college classroom. Of special focus are the differing patterns of semiotic resource use (for example, language and…
Descriptors: Rhetoric, Program Effectiveness, Semiotics, Linguistic Theory
Wieland, Kristina – ProQuest LLC, 2010
Students benefit from collaborative learning activities, but they do not automatically reach desired learning outcomes when working together (Fischer, Kollar, Mandl, & Haake, 2007; King, 2007). Learners need instructional support to increase the quality of collaborative processes and individual learning outcomes. The core challenge is to find…
Descriptors: Foreign Countries, Learning Processes, Cooperative Learning, Teaching Methods
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Salmon, Gilly; Nie, Ming; Edirisingha, Palitha – Educational Research, 2010
Background: In the 1990s, Salmon developed a five-stage model for enabling and scaffolding remote groups to work and learn together using asynchronous bulletin boards. The model has informed online learning and development practice across different levels and education for online and blended learning. Purpose: This paper reports our testing of the…
Descriptors: Photography, Archaeology, Cognitive Mapping, Scaffolding (Teaching Technique)
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Games, Ivan Alex – Learning, Media and Technology, 2010
This article presents the results of a three-year study of "Gamestar Mechanic" (www.gamestarmechanic.com), a flash-based multiplayer online role-playing game developed for the MacArthur Foundation's digital media learning initiative by the University of Wisconsin-Madison, and Gamelab in New York. The game's objective is to help children…
Descriptors: Design, Role Playing, Discourse Analysis, Thinking Skills
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