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Kanokpan Wiboolyasarin; Watcharapol Wiboolyasarin; Ruedee Kamonsawad; Phornrat Tiranant; Poomipat Boonyakitanont; Nattawut Jinowat – International Journal of Information and Learning Technology, 2024
Purpose: The use of three-dimensional virtual worlds (3DVWs) is increasingly becoming a common practice in language education to provide digital learning environments for second-language (L2) communicative classes. This study aimed to identify the key factors underlying communication in 3DVWs that can improve the communication skills of L2…
Descriptors: Computer Simulation, Virtual Classrooms, Electronic Learning, Second Language Instruction
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Patrick Bowers; Kelley Graydon; Tracii Ryan; Jey Han Lau; Dani Tomlin – Australasian Journal of Educational Technology, 2024
This study presents a scoping review of research on artificial intelligence (AI)- driven virtual patients (VPs) for communication skills training of healthcare students. We aimed to establish what is known about these emergent learning tools, to characterise their design and implementation into training programmes. The preferred reporting items…
Descriptors: Allied Health Occupations Education, Artificial Intelligence, Computer Simulation, College Students
Alee Friemel – ProQuest LLC, 2024
Developing interdisciplinary communication and leadership skills is considered a priority in nursing education. Nurse burnout, nurse turnover rates, patient safety issues, and sentinel events can all be associated with communication and leadership deficiencies in nursing practice. Recent literature has shown the impact of developing nontechnical…
Descriptors: Nursing Students, Communication Skills, Interdisciplinary Approach, Curriculum Implementation
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Hulsbergen, Michiel H.; de Jong, Jutta; van der Smagt, Maarten J. – Psychology Learning and Teaching, 2023
To aid in teaching dialogue skills a virtual simulator called "Communicate!" was developed at Utrecht University. Teachers can build scenarios for students to practice dialogues with a virtual character. In two experiments (n = 128 and 133, a year apart), we investigated if and how "Communicate!" can be an effective aid to…
Descriptors: Computer Simulation, Dialogs (Language), Foreign Countries, Electronic Learning
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Hui-Chun Hung; Min-Yu Chuang; Cheng-Huan Chen – International Journal of Science and Mathematics Education, 2024
Due to the pandemic, many students have been forced to study remotely. This study aims to investigate the impact of online collaboration scripts on learning outcomes in virtual reality (VR) co-creation learning activities during distance learning. The collaboration scripts were designed to foster students' remote teamwork. The participants…
Descriptors: COVID-19, Pandemics, Distance Education, Cooperative Learning
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Abraham, Reina – Perspectives in Education, 2021
The COVID-19 pandemic impacted higher-learning institutions. Communication skills training in medical education needed innovative solutions to adjust to the situation. In times of change, evaluation channels should be developed, and any problems raised by learners and educators should be responded to rapidly. A remotely facilitated communication…
Descriptors: COVID-19, Pandemics, Premedical Students, Communication Skills
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Bastiaens, Theo, Ed. – Association for the Advancement of Computing in Education, 2017
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "E-Learn 2017: World Conference on E-Learning" took place in…
Descriptors: Electronic Learning, Conferences (Gatherings), Conference Papers, Foreign Countries
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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
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Lorenzo, Carlos-Miguel; Sicilia, Miguel Angel; Sanchez, Salvador – Computers & Education, 2012
Massively Multiuser On-line Learning (MMOL) Platforms, often called "virtual learning worlds", constitute a still unexplored context for communication-enhanced learning, where synchronous communication skills in an explicit social setting enhance the potential of effective collaboration. In this paper, we report on an experimental study of…
Descriptors: Educational Technology, Evaluation Methods, Student Participation, Interaction
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Ibanez, Maria Blanca; Garcia, Jose Jesus; Galan, Sergio; Maroto, David; Morillo, Diego; Kloos, Carlos Delgado – Educational Technology & Society, 2011
The best way to learn is by having a good teacher and the best language learning takes place when the learner is immersed in an environment where the language is natively spoken. 3D multi-user virtual worlds have been claimed to be useful for learning, and the field of exploiting them for education is becoming more and more active thanks to the…
Descriptors: Foreign Countries, Constructivism (Learning), Learning Strategies, Learning Experience
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Colomar, M. Pilar Alberola; Guzman, Eva Gil – Computers & Education, 2009
We are presenting a methodological approach that aims to increase students' motivation by asking them to develop tasks based on professional settings. In order to meet this objective a collaborative methodology was designed and applied to two multidisciplinary projects: MARKETOUR and ICT-SUSTOUR. Both projects made students face real workplace…
Descriptors: Second Language Learning, Student Motivation, Motivation Techniques, Learning Motivation
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers