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Faridaddin Vahdatikhaki; Ilona Friso-van den Bos; Sajad Mowlaei; Bas Kollöffel – European Journal of Engineering Education, 2024
Practical laboratory sessions are essential for engineering education, demanding efficient use of limited time. In recent years, Virtual Reality (VR) technologies have introduced Virtual Laboratories (VLs), offering the potential to enhance students' educational experience. Despite their potential, VLs are rarely utilised in civil engineering…
Descriptors: Laboratories, Virtual Classrooms, Gamification, Computer Simulation
Canto, Silvia; Jauregi-Ondarra, Kristi – Research-publishing.net, 2021
Game-based learning is gaining popularity in language education. For the present study, three games were developed with a central focus on intercultural interaction to be played internationally in dyads or small groups using Video-Communication (VC) tools or a Virtual World (VW). The interactions were carried out in Spanish as a Lingua Franca (LF)…
Descriptors: Interaction, Game Based Learning, Learner Engagement, Second Language Learning
Alice Gruber; Silvia Canto; Kristi Jauregi-Ondarra – ReCALL, 2023
Mentored online intercultural interaction offers foreign language learners the opportunity to develop different competences, including intercultural, linguistic, and digital competence (O'Dowd, 2021). Such virtual exchange (VE) projects typically involve computer-mediated communication via, for example, Zoom. However, the use of high-immersion…
Descriptors: Computer Simulation, Computer Mediated Communication, Computer Uses in Education, Interpersonal Relationship
Jauregi Ondarra, Kristi; Gruber, Alice; Canto, Silvia – Research-publishing.net, 2020
Virtual exchange projects have become an effective pedagogical method to support students' development of intercultural language competence. High-immersion experiences in Virtual Reality (VR) may offer an environment which is conducive to developing such competence. This paper reports on a pilot study carried out with two groups of university…
Descriptors: Second Language Learning, Intercultural Communication, Computer Simulation, International Educational Exchange
Patricia Arnold; Swapna Kumar – International Journal of Designs for Learning, 2021
"Social Europe Days" is a collaborative four-day international seminar held yearly near Brussels, Belgium, by a network of ten European universities from eight different countries. Due to the COVID-19 pandemic, the seminar had to be offered virtually and redesigned. The final design included synchronous and asynchronous activities,…
Descriptors: Computer Simulation, International Cooperation, Seminars, Networks
Gijssels, Tom; Casasanto, Laura Staum; Jasmin, Kyle; Hagoort, Peter; Casasanto, Daniel – Discourse Processes: A multidisciplinary journal, 2016
People often accommodate to each other's speech by aligning their linguistic production with their partner's. According to an influential theory, the Interactive Alignment Model, alignment is the result of priming. When people perceive an utterance, the corresponding linguistic representations are primed and become easier to produce. Here we…
Descriptors: Speech Communication, Priming, Intonation, Phonology
Lukosch, Heide; Kurapati, Shalini; Groen, Daan; Verbraeck, Alexander – Electronic Journal of e-Learning, 2017
Games have been successfully used in educational settings for many years. Still, it is not known in detail which factors influence the use and effectiveness of educational games. The game environment, its technology, and other game mechanics are factors directly linked to the game itself. The player's experience with the subject of the game and/or…
Descriptors: Gender Differences, Cultural Differences, Cultural Background, Educational Games
A Taxonomy of Vocabulary Learning Strategies Used in Massively Multiplayer Online Role-Playing Games
Bytheway, Julie – CALICO Journal, 2015
Initiated in response to informal reports of vocabulary gains from gamers at universities in New Zealand and the Netherlands, this qualitative study explored how English language learners autonomously learn vocabulary while playing massively multiplayer online role-playing games (MMORPGs). Using research processes inherent in Grounded Theory, data…
Descriptors: Teaching Methods, Vocabulary Development, English (Second Language), Second Language Learning
Bastiaens, Theo, Ed. – Association for the Advancement of Computing in Education, 2019
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "EdMedia + Innovate Learning" took place in Amsterdam, The…
Descriptors: Educational Technology, Technology Uses in Education, Foreign Countries, Technology Integration
Canto, Silvia; Jauregi Ondarra, Kristi – Language Learning in Higher Education, 2017
This article attempts to shed some light on the possible learning benefits for language acquisition and intercultural development of authentic social interaction with expert peers through computer mediated communication (CMC) tools. The environments used in this study are video communication and the 3D virtual world "Second Life." For…
Descriptors: Second Language Learning, Second Language Instruction, Qualitative Research, Control Groups
Mohr, Alexander Toni; Holtbrugge, Dirk; Berg, Nicola – Teaching in Higher Education, 2012
This paper uses data gathered from 953 students to investigate how far individuals' preferences for a particular learning style are associated with the perceived usefulness of e-learning. Our findings reveal the effect of individuals' learning styles as well as their gender and professional experience on the perceived usefulness of different forms…
Descriptors: Instructional Design, Cognitive Style, Electronic Learning, Correlation
Güroglu, Berna; Will, Geert-Jan; Klapwijk, Eduard T. – International Journal of Developmental Science, 2013
The current study presents a novel experimental design to examine how "real-life" peer relationships modulate altruistic punishment of bullies and compensation of victims after "observed" ostracism. Twenty-four participants (age 20) were invited to an experimental session in groups of three classmates and two unfamiliar peers,…
Descriptors: Altruism, Bullying, Computer Games, Computer Simulation
Keskitalo, Tuulikki; Pyykko, Elli; Ruokamo, Heli – Educational Technology & Society, 2011
This study reports a case study in which a pedagogical model, namely the Global Virtual Education (GloVEd) model, which is based on the teaching-studying-learning process (TSL process) and the characteristics of meaningful learning, is developed and used to evaluate students' meaningful learning experiences during the Global Virtual Collaboration…
Descriptors: Foreign Countries, Learning Strategies, Models, Course Evaluation
Bekebrede, G.; Warmelink, H. J. G.; Mayer, I. S. – Computers & Education, 2011
There is a growing interest in the use of simulations and games in Dutch higher education. This development is based on the perception that students belong to the "gamer generation" or "net generation": a generation that has grown up with computer games and other technology affecting their preferred learning styles, social…
Descriptors: Foreign Countries, Technological Advancement, Computer Simulation, Educational Games
van Bilsen, Arthur; Bekebrede, Geertje; Mayer, Igor – Informatics in Education, 2010
While educators teach their students about decision making in complex environments, managers have to deal with the complexity of large projects on a daily basis. To make better decisions it is assumed, that the latter would benefit from better understanding of complex phenomena, as do students as the professionals of the future. The goal of this…
Descriptors: Decision Making, Computer Games, Computer Simulation, College Students
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