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Isiaq, Sakirulai Olufemi; Jamil, Md Golam – International Journal of Information and Learning Technology, 2018
Purpose: The purpose of this paper is to explore the use of a simulator for teaching programming to foster student engagement and meaningful learning. Design/methodology/approach: An exploratory mixed-method research approach was adopted in a classroom-based environment at a UK university. A rich account of student engagement dimensions…
Descriptors: Learner Engagement, Mixed Methods Research, Universities, Programming
Chen, Baiyun; Wei, Lei; Li, Huihui – Journal of Technology and Science Education, 2016
Building a solid foundation of conceptual knowledge is critical for students in electrical engineering. This mixed-method case study explores the use of simulation videos to illustrate complicated conceptual knowledge in foundational communications and signal processing courses. Students found these videos to be very useful for establishing…
Descriptors: Teaching Methods, Computer Simulation, Video Technology, Engineering Education
Adham, Raniah; Parslow, Pat; Dimitriadi, Yota; Lundqvist, Karsten Øster – International Review of Research in Open and Distributed Learning, 2018
In Saudi Arabia, gender-segregation is a known issue within higher education that often deprives female tutors from providing online learning and Massive Open Online Courses (MOOCs). As well, students may not be getting the benefit of their experience and teaching. The purpose of this study is to develop an Avatar tool to represent a female tutor…
Descriptors: Foreign Countries, Online Courses, Large Group Instruction, Educational Technology
Xiang, Lin; Passmore, Cynthia – Journal of Science Education and Technology, 2015
There has been increased recognition in the past decades that model-based inquiry (MBI) is a promising approach for cultivating deep understandings by helping students unite phenomena and underlying mechanisms. Although multiple technology tools have been used to improve the effectiveness of MBI, there are not enough detailed examinations of how…
Descriptors: Inquiry, Active Learning, Models, Case Studies
Kim, Heesung; Ke, Fengfeng – Journal of Educational Computing Research, 2016
The pedagogical and design considerations for the use of a virtual reality (VR) learning environment are important for prospective and current teachers. However, empirical research investigating how preservice teachers interact with transformative content representation, facilitation, and learning activities in a VR educational simulation is still…
Descriptors: Virtual Classrooms, Computer Simulation, Preservice Teachers, Student Experience
Yamazaki, Kasumi – ReCALL, 2018
This study investigates an instantiation of a 3D virtual world-based Japanese learning curriculum within the context of a Japanese as a foreign language (JFL) classroom. Through a mixed-method case study approach, participants' natural acquisition of Japanese in a 3D virtual environment was examined. In the present study, four sources of data from…
Descriptors: Computer Assisted Instruction, Second Language Learning, Computer Simulation, Qualitative Research
Nussli, Natalie Christina; Oh, Kevin – E-Learning and Digital Media, 2015
Eighteen special education teachers explored one prominent example of three-dimensional virtual worlds, namely Second Life. This study aimed to (a) determine their perception of the effectiveness of a systematic 7-Step Virtual Worlds Teacher Training workshop in terms of enabling them to make informed decisions about the usability of virtual…
Descriptors: Inquiry, Active Learning, Special Education Teachers, Teacher Workshops
Delello, Julie A.; McWhorter, Rochell R.; Camp, Kerri M. – Journal of Educational Multimedia and Hypermedia, 2015
Augmented reality (AR) is an emerging technology that blends physical objects with virtual reality. Through the integration of digital and print media, a gap between the "on and offline" worlds are merged, radically shifting student-computer interaction in the classroom. This research examined the results of a multiple case study on the…
Descriptors: College Students, Higher Education, Computer Simulation, Information Technology
Yamazaki, Kasumi – ProQuest LLC, 2015
The proliferation of online simulation games across the globe in many different languages offers Computer Assisted Language Learning (CALL) researchers an opportunity to examine how language learning occurs in such virtual environments. While there has recently been an increase in the number of exploratory studies involving learning experiences of…
Descriptors: Computer Assisted Instruction, Second Language Learning, Japanese, Computer Games
Price, Norman T. – ProQuest LLC, 2013
The availability and sophistication of visual display images, such as simulations, for use in science classrooms has increased exponentially however, it can be difficult for teachers to use these images to encourage and engage active student thinking. There is a need to describe flexible discussion strategies that use visual media to engage active…
Descriptors: Visual Aids, Teaching Methods, Computer Simulation, Active Learning
Chen, Julian ChengChiang – Research-publishing.net, 2014
English as a foreign language (EFL) learners' language use in 3-D virtual environments is a vibrant avenue that still deserves more research attention in the field of CALL. To contribute research and pedagogical implications to the current Second Life (SL) literature, this study aims to examine EFL adult learners' use of communication strategies…
Descriptors: Case Studies, Second Language Learning, Second Language Instruction, Learning Strategies
Loong, Esther Yook-Kin – Indonesian Mathematical Society Journal on Mathematics Education, 2014
Whilst the technological, pedagogical and content knowledge (TPACK) model has been increasingly adopted for understanding teachers' use of technology, there have been many calls for greater discussion about the constituent constructs, their relationship with one another and the central TPACK. This paper analyses qualitatively the TPACK…
Descriptors: Internet, High Schools, Secondary School Mathematics, Technology Uses in Education
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
Miller, David; Robertson, Derek; Hudson, Alison; Shimi, Jill – Computers in the Schools, 2012
In this article we look at the links between early years pedagogy and the use of digital game-based learning. Early years education is a distinctive phase of the education system in many countries, generally covering the age range from 3-6 or 7 years. In the United Kingdom, it tends to bridge preschool and the first two years in primary school.…
Descriptors: Foreign Countries, Educational Technology, Educational Games, Video Games
Lansiquot, Reneta D. – IGI Global, 2013
Involving two or more academic subjects, interdisciplinary studies aim to blend together broad perspectives, knowledge, skills, and epistemology in an educational setting. By focusing on topics or questions too broad for a single discipline to cover, these studies strive to draw connections between seemingly different fields. Cases on…
Descriptors: Enrichment, Organizational Change, Teaching Methods, Interdisciplinary Approach
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