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Shernoff, Elisa; Frazier, Stacy; Lisetti, Christine; Buche, Cedric; Lunn, Stephanie; Brown, Claire; Delmarre, Alban; Chou, Tommy; Gabbard, Joseph; Morgan, Emily – Journal of Technology and Teacher Education, 2018
Early career teachers working in high poverty schools face of overwhelming challenges navigating disruptive behaviors with studies highlighting behavior problems as one of the strongest predictors of turnover (Ingersoll & Smith, 2003). Simulation-based technology leverages important pedagogical strengths (e.g., realistic training context,…
Descriptors: Beginning Teachers, Faculty Development, Computer Simulation, Computer Uses in Education
Fominykh, Mikhail; Leong, Peter; Cartwright, Brenda – Journal of Interactive Learning Research, 2018
In this paper, we explore role-playing and experiential learning approaches applied in an immersive virtual environment for a professional counseling distance course. Training professional counselors requires practice and therefore possesses a challenge for the distant education. Although both counseling professionals' codes of ethics provide…
Descriptors: Role Playing, Experiential Learning, Counselor Training, Distance Education
Mavridis, Apostolos; Tsiatsos, Thrasyvoulos; Terzidou, Theodouli – International Journal of Game-Based Learning, 2016
This paper focuses on methodologies of serious games deployment and evaluation. Particularly, this study will present a specific category of serious games that are based on Collaborative Virtual Environments and they aim to support Collaborative Learning. We call these serious games Collaborative Virtual Educational Games (CVEG). The paper aims to…
Descriptors: Virtual Classrooms, Instructional Design, Cooperative Learning, Educational Games
Project Tomorrow, 2016
The Speak Up National Research Project annually polls K-12 students, parents and educators about the role of technology for learning in and out of school. For the past thirteen years, Project Tomorrow's® annual Speak Up Research Project has provided schools and districts nationwide and throughout the globe with new insights into how today's…
Descriptors: Computer Uses in Education, Video Technology, Computer Games, Animation
Tawfik, M.; Sancristobal, E.; Martin, S.; Gil, R.; Diaz, G.; Colmenar, A.; Peire, J.; Castro, M.; Nilsson, K.; Zackrisson, J.; Hakansson, L.; Gustavsson, I. – IEEE Transactions on Learning Technologies, 2013
This paper reports on a state-of-the-art remote laboratory project called Virtual Instrument Systems in Reality (VISIR). VISIR allows wiring and measuring of electronic circuits remotely on a virtual workbench that replicates physical circuit breadboards. The wiring mechanism is developed by means of a relay switching matrix connected to a PCI…
Descriptors: Electronics, Laboratories, Distance Education, Computer Simulation
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
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
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
Honebein, Peter C.; Goldsworthy, Richard – Educational Technology, 2012
Virtual classrooms and virtual activities have waxed and waned, with most focusing on fostering learning in the cognitive domain and, realistically, most becoming rapidly discontinued. But social virtual realities (SVR) are uniquely "social," so what about interpersonal skills? This article describes the authors' experiences exploring SVR as a…
Descriptors: Computer Simulation, Educational Environment, Virtual Classrooms, Educational Technology
Zhou, Shaona; Han, Jing; Pelz, Nathaniel; Wang, Xiaojun; Peng, Liangyu; Xiao, Hua; Bao, Lei – European Journal of Physics, 2011
Interest in computer-based learning, especially in the use of virtual reality simulations is increasing rapidly. While there are good reasons to believe that technologies have the potential to improve teaching and learning, how to utilize the technology effectively in teaching specific content difficulties is challenging. To help students develop…
Descriptors: Cues, Computer Simulation, Physics, Motion
Ruiz-Martinez, A.; Pereniguez-Garcia, F.; Marin-Lopez, R.; Ruiz-Martinez, P. M.; Skarmeta-Gomez, A. F. – IEEE Transactions on Learning Technologies, 2013
In the teaching of computer networks the main problem that arises is the high price and limited number of network devices the students can work with in the laboratories. Nowadays, with virtualization we can overcome this limitation. In this paper, we present a methodology that allows students to learn advanced computer network concepts through…
Descriptors: Computer Networks, Concept Teaching, Science Process Skills, Teaching Methods
Metcalf, Shari; Chen, Jason; Kamarainen, Amy; Frumin, Kim; Vickrey, Trisha; Grotzer, Tina; Dede, Chris – International Journal of Virtual and Personal Learning Environments, 2014
In incorporating technology in science education, some have expressed concern that the value added by technology is primarily due to the novelty or excitement about using the devices, resulting in no lasting effect on student motivation or learning in science. This research addresses this concern through evaluation of student motivation during a…
Descriptors: Student Motivation, Virtual Classrooms, Computer Uses in Education, Computer Simulation
Hanewald, Ria – Turkish Online Journal of Distance Education, 2013
The purpose of this paper is to present selected literature on learners and collaborative learning in virtual worlds. Research in virtual worlds on collaborative learners is gradually emerging and will gain in significance, particularly in online and distance education environments. It will be argued that the design and functionality of virtual…
Descriptors: Cooperative Learning, Electronic Learning, Distance Education, Educational Environment
Moore, Kristen; Pflugfelder, Ehren Helmut – Learning, Media and Technology, 2010
Education in virtual worlds has the potential, it seems, for engaging students in innovative ways and for enabling new discourses on a host of issues. Virtual locations like "Second Life," "Kaneva," or "World of Warcraft," among other multi-user virtual environments (MUVEs), also come with unique challenges for educators as they consider the…
Descriptors: Graduate Students, Virtual Classrooms, Computer Uses in Education, Student Attitudes
Muldoon, Nona; Kofoed, Jennifer – International Journal on E-Learning, 2011
The research reported in this paper is part of an ongoing investigation into the design of a technology-enhanced learning environment that draws from approaches embodied in the situated learning theory. In this learning context, Second Life machinima (animated artefact filmed in a 3D virtual environment) is used as an anchor to mediate authentic…
Descriptors: Electronic Learning, Virtual Classrooms, Computer Simulation, Internet