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Showing all 10 results Save | Export
Emilia Gracia – ProQuest LLC, 2024
This study examines the impact of High-Immersion Virtual Reality (HiVR) as a tool for teaching English L2 pragmatics to international students enrolled in an Intensive English Program at a US university. This research focuses on integrating HiVR into explicit L2 pragmatics instructional treatments. A quasi-experimental design was employed to…
Descriptors: Intensive Language Courses, Second Language Learning, Second Language Instruction, Computer Assisted Instruction
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Nelson, Elizabeth L.; Perry, Mia; Rogers, Theresa – Journal of Literacy Research, 2020
In this Insights essay, we propose a new concept of "offlineness" that builds on current language around digital practices, yet addresses an element of young people's experience that is not adequately represented in current research or educational discourse. This work is informed by a recent cross-national arts-based research project…
Descriptors: Discourse Analysis, Technological Literacy, Computer Mediated Communication, Literacy
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Nicola-Richmond, Kelli; Watchorn, Valerie – Australasian Journal of Educational Technology, 2018
Equipping students with graduate attributes that ensure they are ready to work in complex health environments is highly important. Recently there has been increased use of simulation in health education to assist in the acquisition of graduate attributes, and to provide meaningful and authentic learning opportunities. The Deakin University…
Descriptors: Computer Simulation, Case Studies, Web Based Instruction, Empathy
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Sydorenko, Tetyana; Daurio, Phoebe; Thorne, Steven L. – Computer Assisted Language Learning, 2018
To address the problem of limited opportunities for practicing second language speaking in interaction, especially delicate interactions requiring pragmatic competence, we describe computer simulations designed for the oral practice of extended pragmatic routines and report on the affordances of such simulations for learning pragmatically…
Descriptors: Oral Language, Computer Mediated Communication, Second Language Learning, Second Language Instruction
Boyd, James L. – ProQuest LLC, 2017
The purpose of this quasi-experimental quantitative study was to investigate whether online interactive simulations would provide a positive improvement in learners' ability to apply critical thinking skills in a dangerous work environment. The course in which an improvement in critical thinking skills was the target outcome was a course which…
Descriptors: Learning Processes, Retention (Psychology), Online Courses, Training
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Fukuzawa, Sherry; Boyd, Cleo – Canadian Journal for the Scholarship of Teaching and Learning, 2016
Large first year undergraduate courses have unique challenges in the promotion of student engagement and self-directed learning due to resource constraints that prohibit small group discussions with instructors. The Monthly Virtual Mystery was developed to increase student engagement in a large (N = 725) first year undergraduate class in…
Descriptors: Learner Engagement, Problem Based Learning, Teaching Methods, Grades (Scholastic)
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Wallace, Simon; Parsons, Sarah; Westbury, Alice; White, Katie; White, Kathy; Bailey, Anthony – Autism: The International Journal of Research and Practice, 2010
Immersive virtual environments (IVEs) are potentially powerful educational resources but their application for children with Autism Spectrum Disorder (ASD) is under researched. This study aimed to answer two research questions: (1) Do children with ASD experience IVEs in different ways to typically developing children given their cognitive,…
Descriptors: Autism, Adolescents, Sensory Experience, Pervasive Developmental Disorders
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Smith, Dennie; McLaughlin, Tim; Brown, Irving – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2012
This study explored computer animation vignettes as a replacement for live-action video scenarios of classroom behavior situations previously used as an instructional resource in teacher education courses in classroom management strategies. The focus of the research was to determine if the embedded behavioral information perceived in a live-action…
Descriptors: Classroom Techniques, Preservice Teacher Education, Preservice Teachers, Education Courses
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Bedek, Michael; Seitlinger, Paul; Kopeinik, Simone; Albert, Dietrich – Electronic Journal of e-Learning, 2012
Digital educational games (DEGs) possess the potential of providing an appealing and intrinsically motivating learning context. Usually this potential is either taken for granted or examined through questionnaires or interviews in the course of evaluation studies. However, an "adaptive" game would increase the probability of a DEG being…
Descriptors: Foreign Countries, Educational Games, Computer Games, Computer Simulation
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Lorenzo, Carlos-Miguel; Sicilia, Miguel Angel; Sanchez, Salvador – Computers & Education, 2012
Massively Multiuser On-line Learning (MMOL) Platforms, often called "virtual learning worlds", constitute a still unexplored context for communication-enhanced learning, where synchronous communication skills in an explicit social setting enhance the potential of effective collaboration. In this paper, we report on an experimental study of…
Descriptors: Educational Technology, Evaluation Methods, Student Participation, Interaction