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Schofield, Damian – Journal of Information Technology Education: Research, 2014
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online vir-tual environments. This technology has been used to generate a range of interactive Virtual Real-ity (VR) learning environments across a spectrum of…
Descriptors: Guidelines, Games, Engineering Technology, Virtual Classrooms
Potkonjak, Veljko; Jovanovic, Kosta; Holland, Owen; Uhomoibhi, James – Multicultural Education & Technology Journal, 2013
Purpose: The purpose of this paper is to present an improved concept of software-based laboratory exercises, namely a Virtual Laboratory for Engineering Sciences (VLES). Design/methodology/approach: The implementation of distance learning and e-learning in engineering sciences (such as Mechanical and Electrical Engineering) is still far behind…
Descriptors: Electronic Learning, Distance Education, Computer Simulation, Skill Development
Bouta, Hara; Paraskeva, Fotini – International Journal of Mathematical Education in Science and Technology, 2013
Research spanning two decades shows that there is a continuing development of 3D virtual worlds and investment in such environments for educational purposes. Research stresses the need for these environments to be well-designed and for suitable pedagogies to be implemented in the teaching practice in order for these worlds to be fully effective.…
Descriptors: Mathematics Instruction, Elementary School Mathematics, Elementary School Students, Grade 5
Fitzsimons, Sabrina – Ethnography and Education, 2013
This article provides an account of my experience of immersion as a third-level teacher into the three-dimensional multi-user virtual world Second Life for research purposes. An ethnographic methodology was employed. Three stages in this journey are identified: separation, transition and transformation. In presenting this journey of immersion, it…
Descriptors: Ethnography, Computer Simulation, Virtual Classrooms, Educational Research
Abal, Abdulaziz – ProQuest LLC, 2013
The population of English Language Learners (ELLs) globally has been increasing substantially every year. In the United States alone, adult ELLs are the fastest growing portion of learners in adult education programs (Yang, 2005). There is a significant need to improve the teaching of English to ELLs in the United States and other English-speaking…
Descriptors: English (Second Language), Adult Education, Virtual Classrooms, Computer Simulation
Swier, Robert – JALT CALL Journal, 2014
Recent studies of learner interaction in virtual worlds have tended to select basic tasks involving open-ended communication. There is evidence that such tasks are supportive of language acquisition, however it may also be beneficial to consider more complex tasks. Research in task-based learning has identified features such as non-linguistic…
Descriptors: Virtual Classrooms, Task Analysis, Goal Orientation, Qualitative Research
Kelly, Valerie Hunter – ProQuest LLC, 2011
Virtual environments, virtual worlds, simulations, 3D models are loaded with potential, promise, and problems. While learning in virtual settings is still being researched, instructional designers are challenged as to which instructional design practices are best suited for virtual environments (VEs). The problem is there is a lack of a conceptual…
Descriptors: Instructional Design, Virtual Classrooms, Humanities, Computer Simulation
Wang, Tsung Juang – Teaching in Higher Education, 2011
Virtual world technology is now being incorporated into various higher education programs, often with enthusiastic claims about the improvement of students' abilities to experience learning problems and tasks in computer-mediated virtual reality through the use of computer-generated personal agents or avatars. The interactivity of the avatars with…
Descriptors: Constructivism (Learning), Learning Problems, Computer Simulation, Scoring Formulas
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
Mendoza-Gonzalez, Ricardo, Ed. – IGI Global, 2016
In today's society, educational opportunities have evolved beyond the traditional classroom setting. Most universities have implemented virtual learning environments in an effort to provide more opportunities for potential or current students seeking alternative and more affordable learning solutions. "User-Centered Design Strategies for…
Descriptors: Online Courses, Curriculum Design, Virtual Classrooms, Best Practices
Falconer, Liz – Journal of Interactive Learning Research, 2013
This paper describes and discusses a case study of postgraduate students undertaking accident investigation and risk assessment exercises in an online virtual world as part of their course curriculum. These exercises were constructed to overcome the ethical and practical barriers inherent in real-world exercises. In particular this paper focusses…
Descriptors: Graduate Students, Computer Simulation, Computer Assisted Instruction, Electronic Learning
Savin-Baden, Maggi – London Review of Education, 2013
This paper will present a study that explored the perceived impact of spatial practice in "Second Life" (SL) on teaching and learning from the point of view of participants in higher education (lecturers, developers and researchers). Narrative inquiry was used to access stories and experiences of space and spatial practice from staff…
Descriptors: Program Effectiveness, Teacher Attitudes, Cues, Information Technology
Machet, Tania; Lowe, David; Gutl, Christian – European Journal of Engineering Education, 2012
This paper explores the hypothesis that embedding a laboratory activity into a virtual environment can provide a richer experimental context and hence improve the understanding of the relationship between a theoretical model and the real world, particularly in terms of the model's strengths and weaknesses. While an identified learning objective of…
Descriptors: Laboratory Experiments, Teaching Methods, Models, Theory Practice Relationship
Nussli, Natalie; Oh, Kevin; McCandless, Kevin – Journal of Educational Multimedia and Hypermedia, 2014
The purpose of this mixed methods study was to help pre-service teachers experience and evaluate the potential of Second Life, a three-dimensional immersive virtual environment, for potential integration into their future teaching. By completing collaborative assignments in Second Life, nineteen pre-service general education teachers explored an…
Descriptors: Preservice Teachers, Cooperative Learning, Science Education, Electronic Learning
Beaumont, Chris; Savin-Baden, Maggi; Conradi, Emily; Poulton, Terry – Interactive Learning Environments, 2014
This article reports the findings of a demonstrator project to evaluate how effectively Immersive Virtual Worlds (IVWs) could support problem-based learning. The project designed, created and evaluated eight scenarios within "Second Life" (SL) for undergraduate courses in health care management and paramedic training. Evaluation was…
Descriptors: Virtual Classrooms, Demonstration Programs, Program Evaluation, Problem Based Learning

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