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Ng, Davy Tsz Kit – Australasian Journal of Educational Technology, 2022
The term metaverse appeared for the first time in a novel published in 1992. Since the early 2000s, researchers have started to use this term to refer to digital technologies for learners to interact with other users with avatars. The term came to prominence in around 2020 due to the rebranding of Facebook. However, there was no consensus on what…
Descriptors: Educational Technology, Definitions, Interaction, Computer Simulation
Isaias, Pedro, Ed.; Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed. – Cognition and Exploratory Learning in the Digital Age, 2020
This volume provides a comprehensive and contemporary depiction of the swift evolution of learning technologies and the innovations that derive from their deployment in school education. It comprises cases studies, research focused on emergent technologies and experiments with existing tools in a wide range of scenarios. The studies included in…
Descriptors: Educational Technology, Educational Innovation, Computer Uses in Education, STEM Education
Lui, Michelle; Slotta, James D. – Technology, Pedagogy and Education, 2014
This article presents the design of an immersive simulation and inquiry activity for technology-enhanced classrooms. Using a co-design method, researchers worked with a high school biology teacher to create a rainforest simulation, distributed across several large displays in the room to immerse students in the environment. The authors created and…
Descriptors: Secondary School Science, Science Instruction, Computer Simulation, Computer Uses in Education
Miller, Chris; Self, Nate; Garven, Sena; Allen, Nate – Journal of Asynchronous Learning Networks, 2011
Given the complex environment in which the U.S. military operates, leaders at all levels must be prepared for a force that is more responsive to regional combatant commanders needs, better employs joint capabilities, facilitates force packaging and rapid deployment, and fights self contained units in non-linear, non-contiguous battle space. This…
Descriptors: Leadership Training, Military Personnel, Computer Uses in Education, Computer Simulation
Latif, Farzana – Association for the Advancement of Computing in Education, 2012
This paper explores how Augmented Reality using mobile phones can enhance teaching and learning in education. It specifically examines its application in two cases, where it is identified that the agility of mobile devices and the ability to overlay context specific resources offers opportunities to enhance learning that would not otherwise exist.…
Descriptors: Foreign Countries, Telecommunications, Internet, Handheld Devices
Childs, Mark – Educational Research, 2010
Background: Immersive virtual worlds are one of a range of different platforms that can be grouped under the concept of mediated environments, i.e. environments that create a metaphorical space in which participants can position themselves and be embodied. Synthesising the literatures concerning the various mediated environment technologies…
Descriptors: Computer Mediated Communication, Classification, Communities of Practice, Constructivism (Learning)
Oliver, Martin; Carr, Diane – British Journal of Educational Technology, 2009
Although there is interest in the educational potential of online multiplayer games and virtual worlds, there is still little evidence to explain specifically what and how people learn from these environments. This paper addresses this issue by exploring the experiences of couples that play "World of Warcraft" together. Learning outcomes were…
Descriptors: Play, Learning Processes, Communities of Practice, Social Environment