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Bohorquez Sotelo, Maria Cristina; Rodriguez Mendoza, Brigitte Julieth; Vega, Sandra Milena; Roja Higuera, Naydu Shirley; Barbosa Gomez, Luisa Fernanda – International Association for Development of the Information Society, 2016
In the present paper we describe the analysis of qualitative and quantitative data from asynchronous learning networks, the virtual forums that take place in VirtualNet 2.0, the platform of the University Manuela Beltran (UMB), inside the course of Educommunication, from the master of Digital technologies applied to education. Here, we performed a…
Descriptors: Communications, Foreign Countries, Virtual Classrooms, Asynchronous Communication
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
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
Tatli, Zeynep; Ayas, Alipasa – Educational Technology & Society, 2013
It is well known that laboratory applications are of significant importance in chemistry education. However, laboratory applications have generally been neglected in recent educational environments for a variety of reasons. In order to address this gap, this study examined the effect of a virtual chemistry laboratory (VCL) on student achievement…
Descriptors: Science Laboratories, Chemistry, Computer Uses in Education, Science Achievement
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
Boyer, David Matthew – ProQuest LLC, 2011
This study examines player activity in a game-based virtual learning environment as a means toward evaluating instructional and game design. By determining the goals embedded in project development and the availability and structure of in-game activities, the first part of this research highlights opportunities for players to engage with learning…
Descriptors: Formative Evaluation, Educational Environment, Internet, Learner Engagement
Aji, Sandeep – Educational Technology, 2016
One of the most explosive areas of growth in the field of higher education is currently in emerging international markets. In developing nations, lack of access to high-quality teachers and educational materials is often the key obstacle preventing students from gaining the skills and knowledge they need to pursue new opportunities and advance in…
Descriptors: Higher Education, Video Technology, Teaching Methods, Technology Uses in Education
Mamo, M.; Namuth-Covert, D.; Guru, A.; Nugent, G.; Phillips, L.; Sandall, L.; Kettler, T.; McCallister, D. – Journal of Natural Resources and Life Sciences Education, 2011
Web 2.0 technology is expanding rapidly from social and gaming uses into the educational applications. Specifically, the multi-user virtual environment (MUVE), such as SecondLife, allows educators to fill the gap of first-hand experience by creating simulated realistic evolving problems/games. In a pilot study, a team of educators at the…
Descriptors: Video Games, Student Surveys, Soil Science, Educational Technology
Mora, Angel; Merida, Enrique; Eixarch, Ramon – International Journal of Mathematical Education in Science and Technology, 2011
Moodle is an extended learning management system for developing learning units, including mathematically-based subjects. A wide variety of material can be developed in Moodle which contains facilities for forums, questionnaires, lessons, tasks, wikis, glossaries and chats. Therefore, the Moodle platform provides a meeting point for those working…
Descriptors: Management Systems, Mathematics Education, Glossaries, Calculus
Alvarez, Inma – Journal of Interactive Media in Education, 2013
During 2012, the Dance Department at the University of Surrey developed a set of Open Educational Resources with a Creative Commons license (Attribution, Non- Commercial, Share Alike) for dance studies as part of the JISC-funded project Contexts, Culture and Creativity: Enriching E-learning in Dance (CCC:EED) see…
Descriptors: Foreign Countries, Educational Resources, Internet, Dance
Nachimuthu, K.; Vijayakumari, G. – Journal of Educational Technology, 2009
Virtual Reality (VR) is a creation of virtual 3D world in which one can feel and sense the world as if it is real. It is allowing engineers to design machines and Educationists to design AV [audiovisual] equipment in real time but in 3-dimensional hologram as if the actual material is being made and worked upon. VR allows a least-cost (energy…
Descriptors: Computer Simulation, Simulated Environment, Electronic Learning, Teaching Methods
Bers, Marina; Chau, Clement – Journal of Computing in Higher Education, 2010
This paper presents a pre-orientation program for incoming college students, Active Citizenship through Technology (ACT), that engaged students in civic dialogue early in their academic experience while fostering a long-term peer support network. It leveraged youth's interest in Internet technologies to engage them in civic discussions and…
Descriptors: Citizenship, Educational Technology, Virtual Classrooms, College Freshmen
Hew, Khe Foon; Cheung, Wing Sum – British Journal of Educational Technology, 2010
In this paper, we review past empirical research studies on the use of three-dimensional immersive virtual worlds in education settings such as K-12 and higher education. Three questions guided our review: (1) How are virtual worlds (eg, "Active Worlds", "Second Life") used by students and teachers? (2) What types of research methods have been…
Descriptors: Higher Education, Educational Research, Elementary Secondary Education, Research Methodology
Falloon, Garry – British Journal of Educational Technology, 2010
This paper explores and discusses arguments for the use of virtual environments and interactive avatars in supporting the achievement of student learning goals within conventional educational contexts. It describes and evaluates arguments promoted by some authors (eg, van den Brekel, 2007; Deuchar & Nodder, 2003; Dickey, 2003; Facer, 2004; de…
Descriptors: Curriculum Development, Community Programs, Foreign Countries, Thinking Skills
Kirriemuir, John – Educational Research, 2010
Background: Numerous surveys, articles, ephemera and online information sources indicate that "Second Life" has been the predominant virtual world, for educational purposes, in UK universities for the latter half of the 2000s. However, the infrastructure required to operate "Second Life" presents a number of technical concerns…
Descriptors: Educational Trends, Barriers, Foreign Countries, Computer Simulation