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Middleton, Andrew John; Mather, Richard – ALT-J: Research in Learning Technology, 2008
The educational value of Immersive Virtual Worlds (IVWs) seems to be in their social immersive qualities and as an accessible simulation technology. In contrast to these synchronous applications this paper discusses the use of educational machinima developed in IVW virtual film sets. It also introduces the concept of media intervention, proposing…
Descriptors: Intervention, Educational Technology, Internet, Educational Media
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Hixon, Emily; So, Hyo-Jeong – Educational Technology & Society, 2009
The purpose of this paper is to provide a comprehensive review of how technology has been used to enhance or replace field experiences in preservice teacher preparation programs, and discuss the benefits and limitations of traditional and technology-enhanced/virtual field experience approaches. In this paper, three types of technology-enhanced…
Descriptors: Preservice Teacher Education, Preservice Teachers, Field Experience Programs, Barriers
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Deutschmann, Mats; Panichi, Luisa; Molka-Danielsen, Judith – ReCALL, 2009
The following paper presents two stages of an action research project involving two oral proficiency courses held in the virtual world Second Life. Course 1 was conducted during the Autumn of 2007. Based on the experiences of this course, we redesigned many aspects of it in order to improve student activity in terms of oral participation and gave…
Descriptors: Action Research, Student Participation, Comparative Analysis, Language Proficiency
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Warren, Scott J.; Stein, Richard A.; Dondlinger, Mary Jo; Barab, Sasha A. – Journal of Educational Computing Research, 2009
The number of games, simulations, and multi-user virtual environments designed to promote learning, engagement with subject matter, or intended to contextualize learning has been steadily increasing over the past decade. While the use of these digital designs in educational settings has begun to show promise for improving learning, motivation, and…
Descriptors: Instructional Design, Virtual Classrooms, Writing Skills, Educational Games
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Richards, Debbie; Fassbender, Eric; Bilgin, Ayse; Thompson, William Forde – ALT-J: Research in Learning Technology, 2008
Empirical evidence is needed to corroborate the intuitions of gamers and game developers in understanding the benefits of Immersive Virtual Worlds (IVWs) as a learning environment and the role that music plays within these environments. We report an investigation to determine if background music of the genre typically found in computer-based…
Descriptors: Undergraduate Students, Music, Investigations, Foreign Countries
Livingstone, Daniel; Kemp, Jeremy; Edgar, Edmund – ALT-J: Research in Learning Technology, 2008
While digital virtual worlds have been used in education for a number of years, advances in the capabilities and spread of technology have fed a recent boom in interest in massively multi-user 3D virtual worlds for entertainment, and this in turn has led to a surge of interest in their educational applications. In this paper we briefly review the…
Descriptors: Educational Technology, Virtual Classrooms, Educational Environment, Educational Games
Bugeja, Michael J. – Education Digest: Essential Readings Condensed for Quick Review, 2008
Most people have at least secondhand knowledge about Second Life, a virtual-reality world created by Linden Lab, in which avatars (digital characters) lease "islands" for real-life purposes--to sell products, conduct classes, do research, hold conferences, and even recruit for admissions. About nine million avatars reportedly interact on this…
Descriptors: Information Technology, Technology Integration, Technology Uses in Education, Technology Education
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Wagner, Christian; Ip, Rachael K. F. – Journal of Information Systems Education, 2009
Virtual worlds, computer-based simulated environments in which users interact via avatars, provide an opportunity for the highly realistic enactment of real life activities online. Unlike computer games, which have a pre-defined purpose, pay-off structure, and action patterns, virtual worlds can leave many of these elements for users to determine.…
Descriptors: Experiential Learning, Management Information Systems, Student Projects, Assignments
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Wu, Tin-Yu; Chao, Han-Chieh – International Journal of Distance Education Technologies, 2008
This article develops an environment for mobile e-learning that includes an interactive course, virtual online labs, an interactive online test, and lab-exercise training platform on the fourth generation mobile communication system. The Next Generation Learning Environment (NeGL) promotes the term "knowledge economy." Inter-networking…
Descriptors: Electronic Learning, Educational Environment, Multimedia Materials, Computer Networks
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Bronack, Stephen; Sanders, Robert; Cheney, Amelia; Riedl, Richard; Tashner, John; Matzen, Nita – International Journal of Teaching and Learning in Higher Education, 2008
As the use of 3D immersive virtual worlds in higher education expands, it is important to examine which pedagogical approaches are most likely to bring about success. AET Zone, a 3D immersive virtual world in use for more than seven years, is one embodiment of pedagogical innovation that capitalizes on what virtual worlds have to offer to social…
Descriptors: Constructivism (Learning), Teaching Methods, Computer Uses in Education, Computer Simulation
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Haake, Magnus; Gulz, Agneta – Educational Technology & Society, 2008
The paper deals with the use of visual stereotypes in virtual pedagogical agents and its potential impact in digital learning environments. An analysis of the concept of visual stereotypes is followed by a discussion of affordances and drawbacks as to their use in the context of traditional media. Next, the paper explores whether virtual…
Descriptors: Stereotypes, Educational Technology, Instructional Design, Computer Mediated Communication
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Ranalli, Jim – Computer Assisted Language Learning, 2008
With their realistic animation, complex scenarios and impressive interactivity, computer simulation games might be able to provide context-rich, cognitively engaging virtual environments for language learning. However, simulation games designed for L2 learners are in short supply. As an alternative, could games designed for the mass-market be…
Descriptors: Computers, Games, Computer Simulation, Virtual Classrooms
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Salmon, Gilly; Nie, Ming; Edirisingha, Palitha – Educational Research, 2010
Background: In the 1990s, Salmon developed a five-stage model for enabling and scaffolding remote groups to work and learn together using asynchronous bulletin boards. The model has informed online learning and development practice across different levels and education for online and blended learning. Purpose: This paper reports our testing of the…
Descriptors: Photography, Archaeology, Cognitive Mapping, Scaffolding (Teaching Technique)
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Veletsianos, George – Computers & Education, 2010
Humans draw on their stereotypic beliefs to make assumptions about others. Even though prior research has shown that individuals respond socially to media, there is little evidence with regards to learners stereotyping and categorizing pedagogical agents. This study investigated whether learners stereotype a pedagogical agent as being…
Descriptors: Computer Assisted Instruction, Artists, Scientists, Context Effect
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Hennessy, Sara; Wishart, Jocelyn; Whitelock, Denise; Deaney, Rosemary; Brawn, Richard; la Velle, Linda; McFarlane, Angela; Ruthven, Kenneth; Winterbottom, Mark – Computers and Education, 2007
The two separate projects described have examined how teachers exploit computer-based technologies in supporting learning of science at secondary level. This paper examines how pedagogical approaches associated with these technological tools are adapted to both the cognitive and structuring resources available in the classroom setting. Four…
Descriptors: Secondary Education, Computer Simulation, Technology Integration, Science Instruction
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