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Almeida, Fernando; Buzády, Zoltán – International Journal of Virtual and Personal Learning Environments, 2019
This article performs an exploratory study of the potential of flow theory and FLIGBY game to contribute to develop entrepreneurship competencies among higher education students. For this purpose, this study considers the use of a focus group consisting of eight students enrolled in the entrepreneurship course in a higher educational institution…
Descriptors: Entrepreneurship, College Students, Higher Education, Program Effectiveness
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Jacobson, Jeffery – International Journal of Virtual and Personal Learning Environments, 2013
In previous publications, the author reported that students learned about Egyptian architecture and society by playing an educational game based on a virtual representation of a temple. Students played the game in a digital dome or on a standard desktop computer, and (each) then recorded a video tour of the temple. Those who had used the dome…
Descriptors: Educational Games, Computer Games, Video Technology, Visual Aids
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O'Shea, Patrick; Curry-Corcoran, Daniel – International Journal of Virtual and Personal Learning Environments, 2013
This paper describes the process and results of a project to incorporate Augmented Reality (AR) technologies and pedagogical approaches into a Virginian elementary school. The process involved training 5th grade teachers on the design and production of narrative-based AR games in order to give them the skills that they could then pass on to their…
Descriptors: Teacher Developed Materials, Computer Simulation, Elementary School Teachers, Grade 5
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Ewais, Ahmed; De Troyer, Olga – International Journal of Virtual and Personal Learning Environments, 2014
The use of 3D and Virtual Reality is gaining interest in the context of academic discussions on E-learning technologies. However, the use of 3D for learning environments also has drawbacks. One way to overcome these drawbacks is by having an adaptive learning environment, i.e., an environment that dynamically adapts to the learner and the…
Descriptors: Virtual Classrooms, Computer Simulation, Questionnaires, Electronic Learning
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Warren, Scott J.; Gratch, Jonathan S. – International Journal of Virtual and Personal Learning Environments, 2013
Digital games like Where in the World is Carmen San Diego and Oregon Trail have been used to support learning since the 1980s. However, the last decade has seen games, simulations and virtual world use take firm hold of the academic imagination. There also has been a rapid expansion of sponsored, formal research, informal inquiry, and a growing…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Simulated Environment
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Kennedy-Clark, Shannon; Thompson, Kate – International Journal of Virtual and Personal Learning Environments, 2013
The purpose of this paper is to demonstrate the value of using discourse analysis to understand users' interactions in a scenario-based virtual environment. This study investigated six dyads' synchronous discourses while they worked side-by-side to plan and implement goal-related decisions in a virtual inquiry. The Collaborative Process Analysis…
Descriptors: Discourse Analysis, Interaction, Simulated Environment, Computer Simulation
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Magnussen, Rikke – International Journal of Virtual and Personal Learning Environments, 2011
This paper examines the methodological challenges and perspectives of designing game-like scenarios for the implementation of innovation processes in school science education. This paper presents a design-based research study of a game-like innovation scenario designed for technology education for Danish public school students aged 13-15. Students…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Design
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Mon, Lorri – International Journal of Virtual and Personal Learning Environments, 2010
Education within Second Life frequently recapitulates the "sage on the stage" as students sit their avatars down in chairs in the virtual world and listen to or read an instructor's lecture while watching a slideshow. This conceptual article explores alternative active learning techniques supporting independent and collaborative learning…
Descriptors: Virtual Classrooms, Computer Mediated Communication, Computer Simulation, Teaching Methods
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Hainey, Thomas; Connolly, Thomas – International Journal of Virtual and Personal Learning Environments, 2010
A highly important part of software engineering education is requirements collection and analysis, one of the initial stages of the Software Development Lifecycle. No other conceptual work is as difficult to rectify at a later stage or as damaging to the overall system if performed incorrectly. As software engineering is a field with a reputation…
Descriptors: Educational Games, Engineering Education, Design Requirements, Course Evaluation