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Jennifer Melissa García-Dávila; Wulfrano Arturo Luna-Ramírez – International Association for Development of the Information Society, 2022
Mexico is a country where seismic events occur in a daily basis. Since 1990, the national seismological service has reported various earthquakes, in some cases they usually imperceptible, it doesn't ensure that the population cannot be injured, there for, it is important to keep the entire population informed and prepared in the event of an…
Descriptors: Video Games, Natural Disasters, Teaching Methods, Masters Programs
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Keller, Thomas; Hebeisen, Andreas; Brucker-Kley, Elke – International Association for Development of the Information Society, 2018
Students with special needs in mathematics lessons can be specifically supported through virtual reality (VR) if they are offered virtual learning environments that offer real benefits through their implementation in VR. In addition to learning by doing, the visualization of mathematical facts in 3D for the training of imagination can offer added…
Descriptors: Students with Disabilities, Special Needs Students, Educational Technology, Technology Uses in Education
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Bédi, Branislav; Arnbjörnsdóttir, Birna; Vilhjálmsson, Hannes Högni; Helgadóttir, Hafdís Erla; Ólafsson, Stefán; Björgvinsson, Elías – Research-publishing.net, 2016
This paper describes how beginners of Icelandic as a foreign and second language responded to playing the first scene in Virtual Reykjavik, a video game-like environment where learners interact with virtual characters--Embodied Conversational Agents (ECAs). This game enables learners to practice speaking and listening skills, to learn about the…
Descriptors: Second Language Learning, Indo European Languages, Video Games, Second Language Instruction
Trekles, Anastasia M. – Online Submission, 2012
This paper examines how virtual worlds and other advanced social media can be married with problem-based learning to encourage creativity and critical thinking in the English/Language Arts classroom, particularly for middle school, high school, and undergraduate college education. Virtual world experiences such as "Second Life," Jumpstart.com, and…
Descriptors: Creative Writing, Problem Based Learning, Video Games, Critical Thinking
Berns, Anke; Gonzalez-Pardo, Antonio; Camacho, David – European Association for Computer-Assisted Language Learning (EUROCALL), 2012
This paper focuses on the development of videogame-like applications in a 3D virtual environment as a complement to the face-to-face teaching and learning. With the changing role of teaching and learning and the increasing use of "blended learning," instructors are increasingly expected to explore new ways to attend to the needs of their…
Descriptors: Blended Learning, Educational Technology, Online Courses, Virtual Classrooms
Kahn, Ken – 1995
This paper describes ToonTalk, a general-purpose concurrent programming system in which the source code is animated and the programming environment is a video game. The design objectives of ToonTalk were to create a self-teaching programming system for children that was also a very powerful and flexible programming tool. A keyboard can be used for…
Descriptors: Authoring Aids (Programming), Autoinstructional Aids, Children, Computer Games
Gilbert, Juan E. – 2002
The acceptance of animation technologies is increasing. Video games, such as Sony PlayStation (SONY, 2002), have become part of the culture for young people from kindergarten through undergraduate school. Animation technologies have been implemented into educational systems in the form of animated pedagogical agents (Johnson, 2000). The research…
Descriptors: Animation, Computer Assisted Instruction, Computer Simulation, Computer System Design