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Marfisi-Schottman, Iza; George, Sébastien – International Association for Development of the Information Society, 2014
Mobile Collaborative Learning Games combine all the ingredients necessary to attract students' attention and engage them in learning activities. However, designing a coherent scenario that combines mobility, game mechanics and collaborative learning is quite a challenge. In this article, we take the first step by proposing several game patterns…
Descriptors: Cooperative Learning, Electronic Learning, Educational Games, Learning Activities
Ozbek, Cigdem; Comoglu, Irem; Baran, Bahar – Contemporary Educational Technology, 2017
This study aims to design of the two activities "introducing an innovation" and "role playing" in Second Life (SL) and to evaluate qualitatively Turkish foreign language learner's roles and outputs before, while, and after the implementation of the activities. The study used community of inquiry model consisting of cognitive…
Descriptors: Role Playing, Simulated Environment, Second Language Learning, Inquiry
Khasnabis, Debi; Upton, Kevin – Voices from the Middle, 2013
Advances in technology have aggravated the generations-old problem of bullying in schools. In this article, the authors attend to the impact of social media on bullying and advocate an approach to teaching anti-bullying that incorporates a project-based learning approach for young adolescents. Process drama as a model of learning and the use of…
Descriptors: Active Learning, Intervention, Teaching Methods, Bullying
Michelson, Kristen; Dupuy, Beatrice – L2 Journal, 2014
Recent scholarship has proposed a pedagogy of multiliteracies to frame FL curricula and instruction, and encourage critical reflection about language use through a variety of discourses and textual genres. One pedagogical framework conducive to fostering learners' intersemiotic awareness is Global Simulation (GS). GS consists in the creation of a…
Descriptors: Multiliteracies, Second Language Instruction, French, Simulation
Cram, Andrew; Hedberg, John G.; Gosper, Maree; Dick, Geoff – Research in Learning Technology, 2011
Contemporary theories of problem-solving highlight that expertise is domain specific, contingent on the social context and available resources, and involves knowledge, skills, attitudes, emotions and values. Developing educational activities that incorporate all of these elements is a challenge. Through case studies, this paper outlines how…
Descriptors: Expertise, Problem Solving, Social Environment, Learning Activities
Tseng, Jun-Jie; Tsai, Ya-Hsun; Chao, Rih-Chang – Australasian Journal of Educational Technology, 2013
Three-dimensional (3-D) multi-user virtual environments (3-D MUVEs) have been used to provide language learners with realistic scenarios in which verbal and non-verbal interactions are simulated. However, little is known of the underlying factors that shape interaction in avatar-based virtual worlds. This study examined the perceptions of 38…
Descriptors: Computer Simulation, Second Language Instruction, Chinese, Second Language Learning
Koc, Mustafa – Teaching and Teacher Education: An International Journal of Research and Studies, 2011
This study examined the potential consequences of using student-filmed video cases in the study of classroom management in teacher education. Pre-service teachers in groups were engaged in video-recorded role playing to simulate classroom memoirs. Each group shared their video cases and interpretations in a class presentation. Qualitative data…
Descriptors: Foreign Countries, Classroom Techniques, Preservice Teacher Education, Role Playing
Mariais, Christelle; Michau, Florence; Pernin, Jean-Philippe – Simulation & Gaming, 2012
To strengthen the motivation of learners, the professional training sector is focusing more and more on game-based learning. In this context, the authors have become interested in the design of Learning Role-Play Game (LRPG) scenarios. The aim of this article is to improve the designers' confidence in the validity of the game-based learning…
Descriptors: Professional Training, Educational Technology, Methods, Models
Ross, Jennifer Gunberg – ProQuest LLC, 2011
Simulation is a teaching method that closely replicates reality by integrating all three learning domains: cognitive, affective, and psychomotor. Despite the widespread use of simulation in nursing education today, there is a dearth of empirical evidence supporting the use of simulation to teach psychomotor skills. Furthermore, there is no…
Descriptors: Evidence, Experimental Groups, Learning Laboratories, Statistical Analysis
Communication and Education in a Virtual World: Avatar-Mediated Teaching and Learning in Second Life
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
Lisk, Timothy C.; Kaplancali, Ugur T.; Riggio, Ronald E. – Simulation & Gaming, 2012
With their increased popularity, games open up possibilities for simultaneous learning on multiple levels; players may learn from contextual information embedded in the narrative of the game and through the risks, benefits, costs, outcomes, and rewards of the alternative strategies that result from fast-paced decision making. Such dynamics also…
Descriptors: Global Approach, Transformational Leadership, Computer Games, Leadership Training
Loke, Swee-Kin; Blyth, Phil; Swan, Judith – Australasian Journal of Educational Technology, 2012
While the potentials of virtual worlds to support experiential learning in medical education are well documented, assessment of student learning within these environments is relatively scarce and often incongruent. In this article, a conceptual framework is proposed for formatively assessing dispositional behaviours in scenario-based learning…
Descriptors: Foreign Countries, Computer Assisted Instruction, Experiential Learning, Medical Education
Jamaludin, Azilawati; Chee, Yam San; Ho, Caroline Mei Lin – Computers & Education, 2009
This paper examines how pre-university students shared and constructed knowledge in the context of GP (general paper) by interacting through individual virtual characters across five cycles of enactive role play sessions. Contextualized scenarios on the topic of euthanasia were developed in "Second Life". Role-playing the virtual characters…
Descriptors: Death, Data Analysis, Virtual Classrooms, Ethics
Wootton, Danielle; Stone, Barras Kenneth – Journal of European Industrial Training, 2010
Purpose: The purpose of this paper is to explore how professional skills training in making ethical decisions for redundancy selection, can be utilised though interactive role play, in a virtual learning environment. Design/methodology/approach: A pilot study was undertaken with a group of part time mature students pursuing a professional…
Descriptors: Foreign Countries, Interviews, Legal Education (Professions), Focus Groups
Jarmon, Leslie; Keating, Elizabeth – Simulation & Gaming, 2008
This article describes a university-sponsored experiential-based simulation, the NANO SCENARIO, to increase the public's awareness and affect attitudes on the societal implications of nanoscience and nanotechnology by bringing together diverse stakeholders' perspectives in a participatory learning environment. Nanotechnology has the potential for…
Descriptors: Transformative Learning, Learning Experience, Computer Assisted Instruction, Educational Technology
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