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Alrehaili, Enas Abdulrahman; Al Osman, Hussein – Interactive Learning Environments, 2022
Educational systems can benefit from Virtual Reality's (VR) ability to support experiential learning. In particular, VR based games, especially role-playing serious games (RPGs), can promote learning through the simulation of various educational scenarios. This study proposes an immersive VR-RPG to educate players about the behavior of honeybees.…
Descriptors: Computer Simulation, Game Based Learning, Role Playing, Program Effectiveness
Marshall, Nancy; Martin, Jennifer – Papers on Postsecondary Learning and Teaching, 2019
Leveraging digital technology for practice innovation is a compelling challenge. Limited education and training prevent human service practitioners from incorporating technology into practice. Progress in this area will be achieved when significant changes to pedagogy support technology integration with teaching/learning partnerships in higher…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Graduate Students
Scholz, Kyle W.; Schulze, Mathias – Language Learning & Technology, 2017
Recent research in digital game-based language learning has been encouraging, yet it would benefit from research methods that focus on the gaming processes and second-language development (Larsen-Freeman, 2015) rather than learner/player reflection or individuals' beliefs about the validity of gameplay. This has proven challenging as research…
Descriptors: Second Language Learning, Second Language Instruction, Role Playing, Observation
Ramaswami, Rama – Campus Technology, 2011
Just a few years ago, virtual worlds were credited with the power to transform the universe. Used since the late 1990s in military and medical applications, virtual worlds first gained mainstream media attention when Linden Lab released Second Life in 2003. While other worlds, including open source environments, have launched since then (examples…
Descriptors: Foreign Countries, Computer Software, Technical Support, Computer Uses in Education
Essid, Joe; Wilde, Fran – EDUCAUSE Quarterly, 2011
Effective virtual simulations can embed participants in imaginary worlds. Researchers working in virtual worlds and gaming often refer to "immersion," a state in which a participant or player loses track of time and becomes one with the simulation. Immersive settings have been shown to deepen learning. Ken Hudson's work with students…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Role Playing
MacKinnon, Gregory; Saklofske, Jon – Journal of Educational Multimedia and Hypermedia, 2011
A virtual world was created in an effort to supplement the study of the novel "The Natural Daughter". The educational impact of the virtual world experience on college students of English Literature was assessed using concept mapping as a measure of conceptual change. While conceptual change was evident, the origin of the growth was…
Descriptors: Foreign Countries, Computer Assisted Instruction, Internet, Computer Simulation
Baggaley, Jon – Distance Education, 2010
Imaginary worlds have been devised by artists and commentators for centuries to focus satirical attention on society's problems. The increasing sophistication of three-dimensional graphics software is generating comparable "virtual worlds" for educational usage. Can such worlds play a satirical role suggesting developments in distance…
Descriptors: Distance Education, Cartoons, Educational Trends, Computer Software
Mendeloff, David; Shaw, Carolyn – Journal of Political Science Education, 2009
This paper presents the design and assesses the results of an international collaborative course of American and Canadian undergraduates on the topic of postconflict peacebuilding. Using online discussions, a web-based role-play simulation, and videoconferencing this collaborative course sought to enhance student engagement with the material by…
Descriptors: Computer Uses in Education, Intercollegiate Cooperation, Articulation (Education), Computer Simulation
Thomas, Angela – E-Learning, 2006
In this article the author explores the seamlessness between children's online and offline worlds. For children, there is no dichotomy of online and offline, or virtual and real; the digital is so much intertwined into their lives and psyche that the one is entirely enmeshed with the other. Despite early research pointing to the differences that…
Descriptors: Ethnography, Children, Childhood Attitudes, Longitudinal Studies