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Yong, Su-Ting – International Journal of Virtual and Personal Learning Environments, 2017
The purpose of this study was to explore gender differences among digital native students in mathematics learning and gaming. A quantitative dominant mixed methods approach was employed in which quantitative surveys [174 students] and qualitative interviews [eight students, eight parents and six teachers] were administered concurrently. Data…
Descriptors: Gender Differences, Technological Literacy, Educational Technology, Technology Uses in Education
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Anderson, Bodi – International Journal of Virtual and Personal Learning Environments, 2014
This current study examines the need for operational definitions of the concept of interaction in distance education studies. It is proposed that a discourse analysis of linguistic features conversation noted as being representative of interaction can be used to operationalize interaction in synchronous CMC. This study goes on compare two…
Descriptors: Computer Games, Simulated Environment, Interaction, Distance Education
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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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Iacovides, Ioanna; Aczel, James; Scanlon, Eileen; Taylor, Josie; Woods, Will – International Journal of Virtual and Personal Learning Environments, 2011
Digital games can be powerful learning environments because they encourage active learning and participation within "affinity groups" (Gee, 2004). However, the use of games in formal educational environments is not always successful (O'Neil et al., 2005). There is a need to update existing theories of motivation and engagement in order…
Descriptors: Educational Technology, Technology Uses in Education, Learner Engagement, Informal Education
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Hollins, Paul; Whitton, Nicola – International Journal of Virtual and Personal Learning Environments, 2011
This paper draws on lessons learned from the development process of the entertainment games industry and discusses how they can be applied to the field of game-based learning. This paper examines policy makers and those wishing to commission or develop games for learning and highlights potential opportunities as well as pitfalls. The paper focuses…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Teaching Methods