NotesFAQContact Us
Collection
Advanced
Search Tips
Audience
Laws, Policies, & Programs
What Works Clearinghouse Rating
Showing 1 to 15 of 20 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Naoko Taguchi; Daniel H. Dixon; Yuqing Qin; Ying Chen – Language Teaching Research, 2025
We investigated the extent to which English learners developed knowledge of pragmatically-appropriate request-making forms through task-based gameplay involving virtual dialogues with fictional professors, employers, and friends on a virtual US campus. The digital game presents players with several scenarios, asking them to select the most…
Descriptors: Game Based Learning, Undergraduate Students, Video Games, Computer Simulation
Peer reviewed Peer reviewed
Direct linkDirect link
Eileen McGivney – British Journal of Educational Technology, 2025
Agency, or the capacity to take intentional actions, is considered one of the primary affordances of virtual reality (VR) for learning. VR is expected to increase learners' agency because it allows for full-body interactivity from a first-person perspective, giving them novel ways of interacting with the digital environment. Yet, agency in…
Descriptors: Technology Uses in Education, Computer Simulation, Field Trips, Personal Autonomy
Peer reviewed Peer reviewed
Direct linkDirect link
Potter, John; Cowan, Kate – Global Studies of Childhood, 2020
This article takes as its starting point a recognition of play as meaning-making, and the playground as a rich and dynamic 'meaning-makerspace' where children draw moment-to-moment, rapidly and readily on the multiple resources available to them to make signs of their interest evident. These resources are drawn from their own lifeworlds, folkloric…
Descriptors: Play, Playgrounds, Elementary School Students, Video Games
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Taylor, T. L. – American Journal of Play, 2018
In this excerpt from the author's new book, "Watch Me Play: Twitch and the Rise of Game Live Streaming," (Princeton University Press, 2018), she discusses some of the work game live streamers undertake to convert their private play into public entertainment. She details the layers involved in a typical broadcast and argues that this…
Descriptors: Play, Video Games, Internet, Video Technology
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Arslan, Okan; Inan, Fethi A.; Moon, Hyunchang; Ozdemir, Yusuf Murat; Uzunosmanoglu, Selin Deniz – Turkish Online Journal of Educational Technology - TOJET, 2022
The purpose of this study is to explore a variety of technologies used in Autism Spectrum Disorder (ASD) education by examining published studies. A systematic literature review was conducted by using the Web of Science database to collect related studies. In total, 100 studies were reviewed comprehensively to investigate the trend regarding type…
Descriptors: Autism, Pervasive Developmental Disorders, Students with Disabilities, Technology Uses in Education
Peer reviewed Peer reviewed
Direct linkDirect link
Lucas, Terry – E-Learning and Digital Media, 2019
Animation can be used for various purposes such as for procedural and motor skill learning (i.e., dance, sports, and motor rehabilitation). In the context of visual design, this study explores the possible influence of realism (levels of visual detail) in animation at the cognitive stage of motor skill acquisition. Students (N = 64) with low-prior…
Descriptors: Realism, Psychomotor Skills, Difficulty Level, Animation
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Schwarz, Claudiu – Journal of Educational Sciences, 2017
The term of implicit learning is still subject to controversy. "At least a dozen different definitions have been offered in the field" (Frensch & Rünger, 2003 p.13). While some scholars consider it downright inexistent (see Chun & Jiang, 1998), many others are trying to identify how we seem to acquire knowledge in absence of…
Descriptors: Learning Strategies, Informal Education, Information Technology, Video Technology
Peer reviewed Peer reviewed
PDF on ERIC Download full text
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
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Shelley, Mack, Ed.; Admiraal, Wilfried, Ed.; Akcay, Hakan, Ed. – International Society for Technology, Education, and Science, 2021
"Proceedings of International Conference on Education in Mathematics, Science and Technology" includes full papers presented at the International Conference on Education in Mathematics, Science and Technology (ICEMST) which took place on April 1-4, 2021 in Antalya, Turkey. The aim of the conference is to offer opportunities to share…
Descriptors: STEM Education, Chemistry, Science Instruction, Climate
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Hunter, William J. – College Quarterly, 2015
In the first piece in this series ("Teaching for Engagement: Part 1: Constructivist Principles, Case-Based Teaching, and Active Learning"), William Hunter sought to make the case that a wide range of teaching methods (e.g., case-based teaching, problem-based learning, anchored instruction) that share an intellectual grounding in…
Descriptors: Active Learning, Constructivism (Learning), Learner Engagement, Case Method (Teaching Technique)
Peer reviewed Peer reviewed
Direct linkDirect link
Bastiaens, Theo, Ed. – Association for the Advancement of Computing in Education, 2022
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. The "EdMedia + Innovate Learning" conference took place in New York,…
Descriptors: Educational Technology, Flipped Classroom, Online Courses, Student Projects
Peer reviewed Peer reviewed
Direct linkDirect link
Mohsen, Mohammed Ali – Journal of Educational Computing Research, 2016
One of the main issues in language learning is to find ways to enable learners to interact with the language input in an involved task. Given that computer-based simulation allows learners to interact with visual modes, this article examines how the interaction of students with an online video simulation affects their second language video…
Descriptors: Computer Simulation, Computer Assisted Instruction, English (Second Language), Second Language Instruction
Peer reviewed Peer reviewed
Direct linkDirect link
Warren, Scott J.; Gratch, Jonathan S. – International Journal of Virtual and Personal Learning Environments, 2013
Digital games like Where in the World is Carmen San Diego and Oregon Trail have been used to support learning since the 1980s. However, the last decade has seen games, simulations and virtual world use take firm hold of the academic imagination. There also has been a rapid expansion of sponsored, formal research, informal inquiry, and a growing…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Simulated Environment
Peer reviewed Peer reviewed
Direct linkDirect link
Ney, Muriel; Gonçalves, Celso; Balacheff, Nicolas – IEEE Transactions on Learning Technologies, 2014
Simulation games are games for learning based on a reference in the real world. We propose a model for authenticity in this context as a result of a compromise among learning, playing and realism. In the health game used to apply this model, students interact with characters in the game through phone messages, mail messages, SMS and video.…
Descriptors: Heuristics, Computer Simulation, Video Games, Models
Peer reviewed Peer reviewed
Direct linkDirect link
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
Previous Page | Next Page »
Pages: 1  |  2