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Jing Yan; Scott Grant; Hui Huang – Educational Technology & Society, 2025
Many studies have examined the factors that influence second language interaction, such as task type and communication mode, i.e., face-to-face and computer-mediated communication through online mode. However, there is a paucity of research that has investigated the effects of task type on negotiation of meaning (NoM), a specific type of…
Descriptors: Second Language Learning, Second Language Instruction, Teaching Methods, Task Analysis
Fussell, Stephanie G.; Truong, Dothang – Interactive Learning Environments, 2023
Virtual reality (VR) is the latest type of technology being developed and rapidly integrated into training environments. This study investigated students' intentions to use VR for training. The Technology Acceptance Model (TAM) was expanded to include two factors that are relevant to using VR in a dynamic learning environment. A survey of 310…
Descriptors: Computer Simulation, Aviation Education, Technology Uses in Education, Student Attitudes
Jabbari, Nasser; Peterson, Mark – Language Learning Journal, 2023
Many English as a foreign language (EFL) learners worldwide spend hours playing commercial-off-the-shelf massively multiplayer online games. They engage in a multitude of different interactions with the game environment and possibly with other gamers, using English as the predominant medium of communication. This raises the question of whether…
Descriptors: Accuracy, Video Games, English (Second Language), Second Language Learning
Porter, C. D.; Smith, J. R. H.; Stagar, E. M.; Simmons, A.; Nieberding, M.; Orban, C. M.; Brown, J.; Ayers, A. – Physical Review Physics Education Research, 2020
Recent years have seen a resurgence of interest in using virtual reality (VR) technology to benefit instruction, especially in physics and related subjects. As VR devices improve and become more widely available, there remains a number of unanswered questions regarding the impact of VR on student learning and how best to use this technology in the…
Descriptors: Physics, Science Instruction, Video Games, Computer Simulation
Ibrahim, Karim – Foreign Language Annals, 2019
Video/digital games have grown into a mainstream language-mediated activity that attracts millions of foreign language (FL) learners worldwide. While empirical studies have demonstrated that digital game-based interactions offer valuable opportunities for FL practice and learning (e.g., Sundqvist & Wikström, 2015), little is known about the…
Descriptors: Case Studies, Computer Games, Semitic Languages, Second Language Learning
Jensen, Camilla Gyldendahl – Journal of Problem Based Learning in Higher Education, 2017
"Virtual reality" adds a new dimension to problem-based learning (PBL) environments in the architecture and building construction educations, where a realistic and lifelike presence in a building enables students to assess and discuss how the various solutions interact with each other. Combined with "Building Information…
Descriptors: Computer Simulation, Web 2.0 Technologies, Problem Based Learning, Teaching Methods
Karagiorgas, Dimitrios N.; Niemann, Shari – Journal of Educational Technology Systems, 2017
In the last 10 years, gaming has evolved to the point that it is now being used as a learning medium to educate students in many different disciplines. The educational community has begun to explore the effectiveness of gaming as a learning tool and as a result two different ways of utilizing games for education have been created: Gamification and…
Descriptors: Educational Games, Video Games, Comparative Analysis, Learning Processes
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
Hayes, Elisabeth R., Ed.; Duncan, Sean C., Ed. – Peter Lang New York, 2012
As video games have become an important economic and cultural force, scholars are increasingly trying to better understand the ways that engagement with games may drive learning, literacy, and social participation in the twenty-first century. In this book, the authors consider games and just as importantly, the social interactions around games,…
Descriptors: Socialization, Video Games, Epistemology, Multiple Literacies
Foster, Aroutis N. – Journal of Educational Computing Research, 2011
Researchers question how and what students learn from commercial digital games. Using a concurrent mixed-methods approach, this study examined 30 students' construction of knowledge and skills while playing a commercial off-the-shelf game for 7 weeks. Quantitative data included students' background survey and pre- and post-assessments for…
Descriptors: Elementary School Students, Social Studies, Educational Games, Learning Processes
Lisk, Timothy C.; Kaplancali, Ugur T.; Riggio, Ronald E. – Simulation & Gaming, 2012
With their increased popularity, games open up possibilities for simultaneous learning on multiple levels; players may learn from contextual information embedded in the narrative of the game and through the risks, benefits, costs, outcomes, and rewards of the alternative strategies that result from fast-paced decision making. Such dynamics also…
Descriptors: Global Approach, Transformational Leadership, Computer Games, Leadership Training
Hamalainen, Raija – Computers & Education, 2008
Especially in vocational education, attention should be paid not only to the use of new technological solutions but also to collaborative learning and cooperative working methods in order to develop students' skills for their future jobs. This study involves a design experiment including the design process of a new game environment, description of…
Descriptors: Vocational Education, Technology Integration, Cooperative Learning, Skill Development
Annetta, Leonard; Mangrum, Jennifer; Holmes, Shawn; Collazo, Kimberly; Cheng, Meng-Tzu – International Journal of Science Education, 2009
The purpose of this study was to examine students' learning of simple machines, a fifth-grade (ages 10-11) forces and motion unit, and student engagement using a teacher-created Multiplayer Educational Gaming Application. This mixed-method study collected pre-test/post-test results to determine student knowledge about simple machines. A survey…
Descriptors: Elementary School Students, Video Games, Educational Games, Learning Processes
Ahn, Jung-Hoon – E-Learning, 2008
The purpose of this study was to investigate the effects of engaging students in Kolb's experiential learning cycle on facilitating students' simulation game performance and knowledge application skills in learning with a business simulation game. A sample was drawn from a population of business-major undergraduate students at the School of…
Descriptors: Undergraduate Students, Observation, Experiential Learning, Learning Processes
Sardone, Nancy B.; Devlin-Scherer, Roberta – Technology, Pedagogy and Education, 2008
Multi-user virtual environments (MUVEs) are new to formal educational settings as teaching and learning tools but are growing in popularity. MUVEs simulate real-world problems. They have an ability to reach students in ways that are familiar as they resemble videogames where players assume roles, work in teams, and gather data. MUVEs include…
Descriptors: Virtual Classrooms, Computer Simulation, Educational Technology, Science Instruction
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