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Mkrttchian, Vardan; Kharicheva, Dina; Aleshina, Ekaterina; Panasenko, Svetlana; Vertakova, Yulia; Gamidullaeva, Leyla Ayvarovna; Ivanov, Mikhail; Chernyshenko, Vsevolod – International Journal of Virtual and Personal Learning Environments, 2020
In the article the avatar-based learning and teaching (A-BL&T) as a concept of control and managing knowledge in modern socio-economic conditions is proposed to use for assessment a university's economic efficiency. It is shown that all elements, methods and techniques (tools) do not operate in isolation, but rather are interrelated,…
Descriptors: Teaching Methods, Computer Simulation, Universities, Learning Processes
Say, Serkan; Yildirim, Fatih Serdar – International Journal of Educational Methodology, 2020
The aim of this study was to examine the pre-service teachers' Web 2.0 rapid content development self-efficacy belief levels and their opinions about Web 2.0 tools. The study was carried out by using "convergent parallel mixed design". In the academic year of 2019-2020, 254 pre-service teachers voluntarily participated in the…
Descriptors: Preservice Teachers, Student Attitudes, Self Efficacy, Content Analysis
Mirzaei, Maryam Sadat; Meshgi, Kourosh; Nishida, Toyoaki – Research-publishing.net, 2020
The emergence of virtual worlds and simulation games provide ample opportunities for developing cultural competence by offering a visual, contextual, immersive, and interactive experience. Learners can benefit from contextual interactions and develop cultural competencies by fulfilling quests or exploring the environment. However, most of the…
Descriptors: Experiential Learning, Cultural Awareness, Second Language Learning, Second Language Instruction
Han, Yiting – Language Learning & Technology, 2019
Culture, as the fifth language skill, enables learners to develop into multilingually and multiculturally aware global citizens. The traditional Chinese architecture is as old as Chinese civilization. The wisdom, stories, and cultural elements behind traditional Chinese construction is a valued aspect of Chinese culture. This article introduces a…
Descriptors: Cultural Awareness, Multimedia Materials, Advanced Students, Second Language Learning
Priestnall, Gary; FitzGerald, Elizabeth; Meek, Sam; Sharples, Mike; Polmear, Gemma – Journal of Geography in Higher Education, 2019
This paper provides a two-phase study to compare alternative techniques for augmenting landscape scenes on geography fieldtrips. The techniques were: a pre-prepared acetate overlay; a custom-designed mobile field guide; a locative media app on a smartphone; a virtual globe on a tablet PC; a head-mounted virtual reality display, and a geo-wand…
Descriptors: Student Participation, Evaluators, Handheld Devices, Geographic Information Systems
Alsadoon, Abeer; Prasad, P. W. C.; Beg, Azam – European Journal of Engineering Education, 2017
Making the students understand the theoretical concepts of digital logic design concepts is one of the major issues faced by the academics, therefore the teachers have tried different techniques to link the theoretical information to the practical knowledge. Use of software simulations is a technique for learning and practice that can be applied…
Descriptors: Computer Software, Information Technology, Computer Simulation, Student Surveys
Vazquez-Calvo, Boris; Zhang, Leticia Tian; Pascual, Mariona; Cassany, Daniel – Language Learning & Technology, 2019
Fan practices involving translation open up opportunities to explore language learning practices within the fandom (Sauro, 2017). We examine how three fans capitalize on fan translation and language learning. We consider the cases of Selo (an English-Spanish translator of games), Nino (a Japanese-Catalan fansubber of anime, and Alro (an…
Descriptors: Translation, Computer Games, Video Technology, Japanese
Gamo, Javier – IEEE Transactions on Education, 2019
Contribution: There are many on-line resources available to learn about optics and photonics, but no assessment tools exist to evaluate the learning achievements. This paper presents an assessment framework whose validity has been proven on a course with over 70 engineering students. Background: There is evidence that on-line resources complement…
Descriptors: Optics, Engineering Education, Computer Software, Validity
Hsu, Kuei-Shu; Jiang, Jinn-Feng; Wei, Hung-Yuan; Lee, Tsung-Han – EURASIA Journal of Mathematics, Science & Technology Education, 2016
The use of simulation technologies in learning has received considerable attention in recent years, but few studies to date have focused on vehicle driving simulation systems. In this study, a vehicle driving simulation system was developed to support novice drivers in practicing their skills. Specifically, the vehicle driving simulation system…
Descriptors: Computer Simulation, Motor Vehicles, Novices, Driver Education
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
Pinto, Marta; Leite, Carlinda – Digital Education Review, 2020
Digital technologies are an integral part of Higher Education teaching, revealing a set of technologies chosen to integrate formal learning contexts, and therefore being used by students in support of learning. This paper presents a literature review mapping the digital technologies set for higher education students to use in formal education…
Descriptors: Educational Technology, Technology Uses in Education, College Students, Higher Education
Cheng, Ya-Wen; Wang, Yuping; Cheng, I-Ling; Chen, Nian-Shing – Interactive Learning Environments, 2019
Collaborative learning has long been proved to be a crucial agent for enhancing students' social skills, problem-solving abilities and individual learning performance. Understanding how students move from one phase to another in their collaboration process can inform educators of how best to facilitate such learning. However, this is still an area…
Descriptors: Interaction, Computer Simulation, Mathematics Activities, Computer Games
Al Hashimi, Sama'a – Journal of Education and Learning, 2019
In computer-based courses such as multimedia and digital design courses, being fully conversant with a computer application is almost unachievable within a single academic semester. Therefore, it is common for students to seek additional help and information from their lecturers either during office hours or through emails. It is also common for…
Descriptors: Teaching Methods, Multimedia Materials, Computer Science Education, Design
Sydorenko, Tetyana; Hellermann, John; Thorne, Steven L.; Howe, Vanessa – TESOL Quarterly: A Journal for Teachers of English to Speakers of Other Languages and of Standard English as a Second Dialect, 2019
Applications of locative media (e.g., place-based mobile augmented reality [AR]) are used in various educational content areas and have been shown to provide learners with valuable opportunities for investigation-based learning, location-situated social and collaborative interaction, and embodied experience of place (Squire, 2009; Thorne &…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Discourse Analysis
Nadeem, Nahla Helmy – International Journal of Computer-Assisted Language Learning and Teaching, 2019
Student engagement is a multidimensional construct that includes four distinct, though interrelated, aspects: behavioral, emotional, agentive, and cognitive engagement. The present study investigates students' perceptions about the impact of Padlet as a learning and assessment tool on the four aspects of class engagement. Padlet is a virtual wall…
Descriptors: Student Attitudes, Case Studies, Learning Processes, Computer Simulation

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