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Willatt, Carlos; Flores, Luis Manuel – Studies in Philosophy and Education, 2022
In a context of pervasive digitalization of the social world, both before and during the COVID-19 pandemic, the field of education has undergone major changes with the development of digital practices and settings. However, the physical presence of the subjects and the body remain something primordial and irreplaceable in traditional educational…
Descriptors: Phenomenology, Information Technology, COVID-19, Pandemics
Glassman, Michael; Kuznetcova, Irina; Lin, Tzu-Jung; Tilak, Shantanu; Wang, Qiannan; Walling, Amanda – Journal of Experimental Education, 2021
This paper discusses the role of Multi-User Virtual Environments (MUVEs) in the development of epistemic learner identity. MUVEs might help educators create the types of tasks and intellectual open spaces helping students with learner identity development in the information age. MUVEs can create new possibilities for dissemination and sharing of…
Descriptors: Virtual Classrooms, Self Concept, Thinking Skills, Critical Thinking
O'Connor, Eileen A. – Journal of Educational Technology Systems, 2018
Within an online science teacher education course, an important although secondary goal was to prepare students for a high-stakes licensure portfolio at some time after course completion. Thus, various communication technologies including synchronous virtual reality meetings and asynchronous student self-created video commentaries were interwoven…
Descriptors: Computer Simulation, Virtual Classrooms, Online Courses, Science Education
Pasfield-Neofitou, Sarah; Huang, Hui; Grant, Scott – Educational Technology Research and Development, 2015
Increased recognition of the role of the body and environment in cognition has taken place in recent decades in the form of new theories of embodied and extended cognition. The growing use of ever more sophisticated computer-generated 3D virtual worlds and avatars has added a new dimension to these theories of cognition. Both developments provide…
Descriptors: Second Language Instruction, Language Acquisition, Classroom Environment, Case Studies
Panichi, Luisa – Research-publishing.net, 2015
This paper reports on an exploratory case study of learner participation within the context of online language learning in virtual world platforms. Data for this investigation was collected through a case study of a Business English course within a qualitative Case-Study Research framework. This study examines learner activity in virtual worlds in…
Descriptors: Criticism, Virtual Classrooms, Case Studies, Online Courses
Bulu, Saniye Tugba – Computers & Education, 2012
This study investigated the relationship among three types of presences, including place presence, social presence, and co-presence in virtual worlds and their relationship with satisfaction and immersive tendencies of students. Students' scores on a subjective questionnaire were analyzed. The results indicated that there was a significant…
Descriptors: Computer Mediated Communication, Computer Simulation, Scores, Questionnaires
Zheng, Dongping; Schmidt, Matthew; Hu, Ying; Liu, Min; Hsu, Jesse – Australasian Journal of Educational Technology, 2017
The purpose of this research was to explore the relationships between design, learning, and translanguaging in a 3D collaborative virtual learning environment for adolescent learners of Chinese and English. We designed an open-ended space congruent with ecological and dialogical perspectives on second language acquisition. In such a space,…
Descriptors: Virtual Classrooms, Educational Environment, Chinese, Language Acquisition
Sarachan, Jeremy; Burk, Nanci; Day, Kenneth; Trevett-Smith, Matthew – Journal of Interactive Learning Research, 2013
Virtual worlds have become an invaluable space for online learning and the exploration of digital cultures. Communication departments can benefit from using these spaces to educate their students in the logistics of virtual worlds and as a way to better understand how the process of interpersonal and global communication functions in both online…
Descriptors: Computer Simulation, Cooperative Learning, Interpersonal Communication, Computer Mediated Communication
Cyphert, Dale; Wurtz, M. Susan; Duclos, Leslie K. – Business Communication Quarterly, 2013
As business organizations grow increasingly virtual, traditional principles of organizational communication require examination and modification. This article considers the curricular implications of the growing business uses of virtual world technology through three different lenses--students as employee-users, students as strategic designers and…
Descriptors: Virtual Classrooms, Computer Mediated Communication, Educational Technology, Computer Simulation
Chow, Meyrick – Australasian Journal of Educational Technology, 2016
There is a growing body of evidence that feeling present in virtual environments contributes to effective learning. Presence is a psychological state of the user; hence, it is generally agreed that individual differences in user characteristics can lead to different experiences of presence. Despite the fact that user characteristics can play a…
Descriptors: Structural Equation Models, Self Efficacy, Technology Uses in Education, Educational Technology
Kohut, Gary F. – Journal of Effective Teaching, 2012
With the growth in the global economy and the rapid development of communication and information technologies, global virtual teams are quickly becoming the norm in the workplace. Research indicates, however, that many students have little or no experience working in such teams. Students who learn through these experiences benefit from higher task…
Descriptors: Teamwork, Global Approach, Virtual Classrooms, Teaching Methods
Leonard, Lynnette; Withers, Lesley A.; Sherblom, John C. – Communication Teacher, 2011
Multi-User Virtual Environment (MUVE), such as Second Life (SL), can serve as important pedagogical tools that provide students and faculty members with unique opportunities for online group collaboration. Specifically, MUVEs provide an experience that, due to the visual component offered by the technology, helps students feel more connection and…
Descriptors: Computer Simulation, Virtual Classrooms, Social Systems, Internet
deNoyelles, Aimee; Seo, Kay Kyeong-Ju – Computers & Education, 2012
A 3D multi-user virtual environment holds promise to support and enhance student online learning communities due to its ability to promote global synchronous interaction and collaboration, rich multisensory experience and expression, and elaborate design capabilities. Second Life[R], a multi-user virtual environment intended for adult users 18 and…
Descriptors: Electronic Learning, Class Activities, Video Games, Females
Peterson, Mark – ReCALL, 2012
This paper reports on the task-based interaction of English as a Foreign Language (EFL) learners in the 3D multiuser virtual environment (MUVE) Second Life. The discussion first explores research on the precursors of MUVEs, text-based 2D virtual worlds known as MOOs. This is followed by an examination of studies on the use of MUVEs in Computer…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Role Playing
Chen, Judy F.; Warden, Clyde A.; Tai, David Wen-Shung; Chen, Farn-Shing; Chao, Chich-Yang – Computers & Education, 2011
Virtual spaces allow abstract representations of reality that not only encourage student self-directed learning but also reinforce core content of the learning objective through visual metaphors not reproducible in the physical world. One of the advantages of such a space is the ability to escape the restrictions of the physical classroom, yet…
Descriptors: Figurative Language, Abstract Reasoning, Business English, Values