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Chen Li; Yue Jiang; Peter H. F. Ng; Yixin Dai; Francis Cheung; Henry C. B. Chan; Ping Li – IEEE Transactions on Learning Technologies, 2024
Computer-supported collaborative learning aims to use information technologies to support collaborative knowledge construction by practicing the relevant pedagogical approaches, especially in the distance learning setting. The enabling technologies are fast advancing, and the need for solutions during the COVID-19 global pandemic led to the…
Descriptors: Computer Simulation, Computer Assisted Instruction, Cooperative Learning, Technology Uses in Education
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Clement, Benjamin; Roy, Didier; Oudeyer, Pierre-Yves; Lopes, Manuel – Journal of Educational Data Mining, 2015
We present an approach to Intelligent Tutoring Systems which adaptively personalizes sequences of learning activities to maximize skills acquired by students, taking into account the limited time and motivational resources. At a given point in time, the system proposes to the students the activity which makes them progress faster. We introduce two…
Descriptors: Learning Activities, Intelligent Tutoring Systems, Models, Teaching Methods
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Mavridis, Apostolos; Tsiatsos, Thrasyvoulos; Terzidou, Theodouli – International Journal of Game-Based Learning, 2016
This paper focuses on methodologies of serious games deployment and evaluation. Particularly, this study will present a specific category of serious games that are based on Collaborative Virtual Environments and they aim to support Collaborative Learning. We call these serious games Collaborative Virtual Educational Games (CVEG). The paper aims to…
Descriptors: Virtual Classrooms, Instructional Design, Cooperative Learning, Educational Games
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Nelson, Brian C.; Erlandson, Benjamin; Denham, Andre – British Journal of Educational Technology, 2011
In this paper, we take a designer's look at how the activities and data of learning and assessment can be structured in immersive virtual game environments called Massively Multi-Player Online Games (MMOG). In doing so, we examine the channels of evidence through which learning and assessment activities are derived in MMOGs, offering examples of…
Descriptors: Evidence, Data, Learning Activities, Educational Assessment
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Peterson, Mark – Simulation & Gaming, 2010
This article explores research on the use of computerized games and simulations in language education. The author examined the psycholinguistic and sociocultural constructs proposed as a basis for the use of games and simulations in computer-assisted language learning. Research in this area is expanding rapidly. However, to date, few studies have…
Descriptors: Computer Assisted Instruction, Educational Technology, Games, Psycholinguistics
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Fox, Kaitlyn; Whitehead, Anthony – Interactive Technology and Smart Education, 2011
Purpose: In the authors' experience, the biggest issue with pose-based exergames is the difficulty in effectively communicating a three-dimensional pose to a user to facilitate a thorough understanding for accurate pose replication. The purpose of this paper is to examine options for pose presentation. Design/methodology/approach: The authors…
Descriptors: Foreign Countries, Feedback (Response), Photography, Training Methods
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Kirshner, Sharon; Weiss, Patrice L.; Tirosh, Emanuel – European Journal of Special Needs Education, 2011
Virtual reality (VR) technology enables evaluation and practice of specific skills in a motivating, user-friendly and safe way. The implementation of virtual game environments within clinical settings has increased substantially in recent years. However, the psychometric properties and feasibility of many applications have not been fully…
Descriptors: Video Technology, Feedback (Response), Computer Simulation, Cerebral Palsy
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Shaw, Keith – British Journal of Educational Technology, 2008
This paper compares and contrasts the use of AI principles in industrial training with more normal computer-based training (CBT) approaches. A number of applications of CBT are illustrated (for example simulations, tutorial presentations, fault diagnosis, management games, industrial relations exercises) and compared with an alternative approach…
Descriptors: Industrial Training, Artificial Intelligence, Computer Assisted Instruction, Computer Simulation
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Backlund, Per; Engstrom, Henrik; Johannesson, Mikael; Lebram, Mikael – Simulation & Gaming, 2010
In this article, the authors report on the construction and evaluation of a game-based driving simulator using a real car as a joystick. The simulator is constructed from off-the-shelf hardware and the simulation runs on open-source software. The feasibility of the simulator as a learning tool has been experimentally evaluated. Results are…
Descriptors: Traffic Safety, Motor Vehicles, Computer Assisted Instruction, Computer Simulation
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Klopfer, Eric; Sheldon, Josh – New Directions for Youth Development, 2010
Augmented Reality (AR) simulations superimpose a virtual overlay of data and interactions onto a real-world context. The simulation engine at the heart of this technology is built to afford elements of game play that support explorations and learning in students' natural context--their own community and surroundings. In one of the more recent…
Descriptors: Computer Simulation, Games, Computer Software, Role Playing
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Warburton, Steven – British Journal of Educational Technology, 2009
"Second Life" (SL) is currently the most mature and popular multi-user virtual world platform being used in education. Through an in-depth examination of SL, this article explores its potential and the barriers that multi-user virtual environments present to educators wanting to use immersive 3-D spaces in their teaching. The context is set by…
Descriptors: Teaching Methods, Computer Assisted Instruction, Computers, Internet
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Lin, Ming-Chao; Tutwiler, M. Shane; Chang, Chun-Yen – Learning, Media and Technology, 2011
This study investigated the relationship between the use of a three-dimensional Virtual Reality Learning Environment for Field Trip (3DVLE[subscript (ft)]) system and the achievement levels of senior high school earth science students. The 3DVLE[subscript (ft)] system was presented in two separate formats: Teacher Demonstrated Based and Student…
Descriptors: Field Trips, Intervention, Student Attitudes, Computer Simulation
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Westera, W.; Nadolski, R. J.; Hummel, H. G. K.; Wopereis, I. G. J. H. – Journal of Computer Assisted Learning, 2008
Serious games open up many new opportunities for complex skills learning in higher education. The inherent complexity of such games, though, requires large efforts for their development. This paper presents a framework for serious game design, which aims to reduce the design complexity at conceptual, technical and practical levels. The approach…
Descriptors: Feedback (Response), Higher Education, Computer System Design, Educational Technology
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Barwell, Graham; Moore, Chris; Walker, Ruth – Australasian Journal of Educational Technology, 2011
The model of learning best suited to the future may be one which sees learning as the process of managing the different kinds of participation an individual might have in complex social systems. Learning capability and engagement is thus dependent on the relationship between an individual identity and social systems. We report on the incorporation…
Descriptors: Social Systems, Pilot Projects, Computer Assisted Instruction, Student Evaluation
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Allison, John – Learning, Media and Technology, 2008
This paper will undertake a critical review of the impact of virtual reality tools on the teaching of history. Virtual reality is useful in several different ways. History educators, elementary and secondary school teachers and professors, can all profit from the digital environment. Challenges arise quickly however. Virtual reality technologies…
Descriptors: Computer Simulation, Secondary School Teachers, Elementary School Teachers, College Faculty
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