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Paracha, Samiullah; Hall, Lynne; Clawson, Kathy; Mitsche, Nicole – International Journal of Virtual and Personal Learning Environments, 2020
Virtual environments have the potential to be an important teaching tool for emotionally sensitive issues capable of producing a sense of presence, perspective-taking and introspection in users in a risk-free, rapid feedback experience. In designing such experiences, it is essential that users are regularly engaged in a collaborative design…
Descriptors: Computer Simulation, Emotional Development, Social Development, Empathy
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Hadjistassou, Stella Kyprou – International Journal of Virtual and Personal Learning Environments, 2017
This article explores the underlying processes involved as two experienced Portuguese as a foreign language instructors, who are novices to 3D technologies, became immersed in the epistemology of teaching in a 3D context. The two instructors undertook a challenging initiative to develop and deliver two sections of oral Portuguese in a 3D…
Descriptors: Portuguese, Second Language Learning, Second Language Instruction, Language Teachers
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Yong, Su-Ting – International Journal of Virtual and Personal Learning Environments, 2017
The purpose of this study was to explore gender differences among digital native students in mathematics learning and gaming. A quantitative dominant mixed methods approach was employed in which quantitative surveys [174 students] and qualitative interviews [eight students, eight parents and six teachers] were administered concurrently. Data…
Descriptors: Gender Differences, Technological Literacy, Educational Technology, Technology Uses in Education
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Jacobson, Jeffery – International Journal of Virtual and Personal Learning Environments, 2013
In previous publications, the author reported that students learned about Egyptian architecture and society by playing an educational game based on a virtual representation of a temple. Students played the game in a digital dome or on a standard desktop computer, and (each) then recorded a video tour of the temple. Those who had used the dome…
Descriptors: Educational Games, Computer Games, Video Technology, Visual Aids
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Anderson, Bodi – International Journal of Virtual and Personal Learning Environments, 2014
This current study examines the need for operational definitions of the concept of interaction in distance education studies. It is proposed that a discourse analysis of linguistic features conversation noted as being representative of interaction can be used to operationalize interaction in synchronous CMC. This study goes on compare two…
Descriptors: Computer Games, Simulated Environment, Interaction, Distance Education
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Clyde, Jerremie; Wilkinson, Glenn – International Journal of Virtual and Personal Learning Environments, 2011
This paper contrasts the importance of procedural rhetoric for the use of games in university and college level historical education with the use of history themed digital simulations. This paper starts by examining how history functions as a form of disciplinary knowledge and how this disciplinary way of knowing things is taught in the post…
Descriptors: Computer Games, Computer Simulation, History Instruction, Higher Education
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O'Shea, Patrick; Curry-Corcoran, Daniel – International Journal of Virtual and Personal Learning Environments, 2013
This paper describes the process and results of a project to incorporate Augmented Reality (AR) technologies and pedagogical approaches into a Virginian elementary school. The process involved training 5th grade teachers on the design and production of narrative-based AR games in order to give them the skills that they could then pass on to their…
Descriptors: Teacher Developed Materials, Computer Simulation, Elementary School Teachers, Grade 5
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Kyzy, Jyldyz Tabyldy – International Journal of Virtual and Personal Learning Environments, 2011
Decisions on both personal and public matters benefit significantly if uncertainties and risks are handled with more care and accuracy. It is crucial to refine and express degrees of confidence and subjective probabilities of various outcomes. Experience, intuition, and skills help make the most of uncertain information. This paper proposes a…
Descriptors: Decision Making, Computer Games, Design, Feedback (Response)
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Metcalf, Shari; Chen, Jason; Kamarainen, Amy; Frumin, Kim; Vickrey, Trisha; Grotzer, Tina; Dede, Chris – International Journal of Virtual and Personal Learning Environments, 2014
In incorporating technology in science education, some have expressed concern that the value added by technology is primarily due to the novelty or excitement about using the devices, resulting in no lasting effect on student motivation or learning in science. This research addresses this concern through evaluation of student motivation during a…
Descriptors: Student Motivation, Virtual Classrooms, Computer Uses in Education, Computer Simulation
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Loh, Christian Sebastian – International Journal of Virtual and Personal Learning Environments, 2013
Today's economic situation demands that learning organizations become more diligent in their business dealings to reduce cost and increase bottom line for survival. While there are many champions and proponents claiming that game-based learning (GBL) is sure to improve learning, researchers have, thus far, been unable to (re)produce concrete,…
Descriptors: Investment, Outcomes of Education, Educational Games, Instructional Improvement
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Iacovides, Ioanna; Aczel, James; Scanlon, Eileen; Taylor, Josie; Woods, Will – International Journal of Virtual and Personal Learning Environments, 2011
Digital games can be powerful learning environments because they encourage active learning and participation within "affinity groups" (Gee, 2004). However, the use of games in formal educational environments is not always successful (O'Neil et al., 2005). There is a need to update existing theories of motivation and engagement in order…
Descriptors: Educational Technology, Technology Uses in Education, Learner Engagement, Informal Education
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Zheng, Meixun; Spires, Hiller A. – International Journal of Virtual and Personal Learning Environments, 2014
This mixed methods study examined 73 5th graders' flow experience in a game-based science learning environment using two gameplay approaches (solo and collaborative gameplay). Both survey and focus group interview findings revealed that students had high flow experience; however, there were no flow experience differences that were contingent upon…
Descriptors: Elementary School Students, Grade 5, Learner Engagement, Attention
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Hollins, Paul; Whitton, Nicola – International Journal of Virtual and Personal Learning Environments, 2011
This paper draws on lessons learned from the development process of the entertainment games industry and discusses how they can be applied to the field of game-based learning. This paper examines policy makers and those wishing to commission or develop games for learning and highlights potential opportunities as well as pitfalls. The paper focuses…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Teaching Methods
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Kongmee, Isara; Strachan, Rebecca; Pickard, Alison; Montgomery, Catherine – International Journal of Virtual and Personal Learning Environments, 2012
Massively Multiplayer Online Role Playing Games (MMORPGs) create large virtual communities. Online gaming shows potential not just for entertaining, but also in education. This research investigates the use of commercial MMORPGs to support second language teaching. MMORPGs offer virtual safe spaces in which students can communicate by using their…
Descriptors: Computer Games, Role Playing, Second Language Learning, Computer Simulation
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Khan, Misbah Mahmood; Reed, Jonathan – International Journal of Virtual and Personal Learning Environments, 2011
Games Based Learning needs to be linked to good learning theory to become an important educational intervention. This study examines the effectiveness of a collection of computer games called Neurogames®. Neurogames are a group of computer games aimed at improving reading and basic maths and are designed using neuropsychological theory. The…
Descriptors: Teaching Methods, Educational Games, Computer Games, Numeracy