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Anna Flavia Di Natale; Claudia Repetto; Daniela Villani – Journal of Computer Assisted Learning, 2024
Background: Online synchronous learning in higher education frequently struggles to overcome the social presence gap, resulting in dissatisfaction and poor learning outcomes. Objectives: This study examined the effectiveness of desktop-based virtual reality (VR) social platforms compared to video conferencing (VC) platforms in enhancing students'…
Descriptors: Computer Simulation, Social Media, Computers, Teleconferencing
Li Xiangming; Ke Wang; Yincheng Wang; Jibo He; Jingshun Zhang – Asia-Pacific Education Researcher, 2024
The inconsistent findings about learning outcomes in VR (virtual reality) learning necessitate further robustness of empirical data. This article addressed this gap by comparing the learning outcomes across VR, phone, and mobile learning on two dimensions: recall accuracy and recall speed, as well as learners' attitudes. Additionally, this paper…
Descriptors: Computer Simulation, Usability, Educational Environment, Vocabulary Development
Aleshia Hayes; Kevin T. Martinez; Beth Karlin; Patience Wieland; Krisstal Clayton; Iqbal Rubaiyat – International Journal on E-Learning, 2024
VR has been widely acknowledged for its capacity to allow perspective-taking, increase empathy, engage learners, and facilitate experiential learning; however, the availability, accessibility, and limitations of the content have slowed implementation. One instance of this can be seen in implementing XR content to engage global citizens with…
Descriptors: Computer Simulation, Visual Aids, Video Technology, Behavior Change
Ackovska, Nevena; Ristov, Sasko – IEEE Transactions on Education, 2014
Hardware-based courses in computer science studies require much effort from both students and teachers. The most important part of students' learning is attending in person and actively working on laboratory exercises on hardware equipment. This paper deals with a specific group of students, those who are marginalized by not being able to…
Descriptors: Computer Science Education, Open Source Technology, College Students, Nontraditional Students
Rosa, Mauricio; Lerman, Stephen – Educational Studies in Mathematics, 2011
This paper is drawn from a doctoral thesis (Rosa, 2008) that examines the relations established between the construction of online identities and the teaching and learning of the definite integral concept in an online learning course. The role-playing game (RPG) is played out through chat and calls for the creation of characters (online…
Descriptors: Electronic Learning, Mathematics Education, Mathematical Concepts, Role Playing
Association Supporting Computer Users in Education, 2018
The Association Supporting Computer Users in Education (ASCUE) is a group of people interested in small college computing issues. It is a blend of people from all over the country who use computers in their teaching, academic support, and administrative support functions. Begun in 1968 as the College and University Eleven-Thirty Users' Group…
Descriptors: Computer Uses in Education, Conferences (Gatherings), College Students, Portfolios (Background Materials)
Bush, Robert C. – Facilities Manager, 2008
This article discusses the trend facing today's scientific laboratories: that the more specialized the lab, the more expensive it is, and the less accessible it becomes. Or conversely, the more accessible a lab needs to be, the fewer resources can be dedicated per capita, and the less specialized it becomes. From a numerical standpoint, "real"…
Descriptors: Science Laboratories, Educational Facilities, Costs, College Science
Warburton, Steven – British Journal of Educational Technology, 2009
"Second Life" (SL) is currently the most mature and popular multi-user virtual world platform being used in education. Through an in-depth examination of SL, this article explores its potential and the barriers that multi-user virtual environments present to educators wanting to use immersive 3-D spaces in their teaching. The context is set by…
Descriptors: Teaching Methods, Computer Assisted Instruction, Computers, Internet
Ray, Beverly; Coulter, Gail A. – Journal of Digital Learning in Teacher Education, 2010
This research examined the change in the perceptions of preservice teachers regarding the use of digital minigames to support middle school level social studies learning. The results of a Wilcoxon Signed Ranks Test for matched pairs revealed that participants' (N = 18) perceptions were positively modified by participation in a series of digital…
Descriptors: Preservice Teachers, Middle Schools, Elementary Education, Educational Games
Games, Ivan Alex – Learning, Media and Technology, 2010
This article presents the results of a three-year study of "Gamestar Mechanic" (www.gamestarmechanic.com), a flash-based multiplayer online role-playing game developed for the MacArthur Foundation's digital media learning initiative by the University of Wisconsin-Madison, and Gamelab in New York. The game's objective is to help children…
Descriptors: Design, Role Playing, Discourse Analysis, Thinking Skills
White, David; Le Cornu, Alison – Educational Research, 2010
Background: Many of the potential benefits of using virtual worlds for teaching and learning are difficult to define and often become overly focused on the functionality of the technology or on its ability to support informal or "social" forms of learning. Purpose: The aim of the paper is to highlight the experiential nature of virtual…
Descriptors: Experiential Learning, Learning Theories, Lifelong Learning, Pilot Projects
Gibson, David; Aldrich, Clark; Prensky, Marc – Information Science Publishing, 2007
Games and Simulations in Online Learning: Research and Development Frameworks examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It presents a general understanding of how the Semantic Web will impact education and how games and…
Descriptors: Electronic Learning, Educational Games, Computers, Computer Simulation
Zapata-Rivera, Diego; VanWinkle, Waverely; Doyle, Bryan; Buteux, Alyssa; Bauer, Malcolm – Interactive Technology and Smart Education, 2009
Purpose: The purpose of this paper is to propose and demonstrate an evidence-based scenario design framework for assessment-based computer games. Design/methodology/approach: The evidence-based scenario design framework is presented and demonstrated by using BELLA, a new assessment-based gaming environment aimed at supporting student learning of…
Descriptors: Feedback (Response), Urban Schools, Measurement, Psychometrics
Smith, Rachel S., Ed. – New Media Consortium, 2007
The conference proceedings include the following papers: (1) The Arts Metaverse in Open Croquet: Exploring an Open Source 3-D Online Digital World (Ulrich Rauch and Tim Wang); (2) Beyond World of Warcraft: the Universe of MMOGs (Ruben R. Puentedura); (3) ClevelandPlus in Second Life (Wendy Shapiro, Lev Gonick, and Sue Shick); (4) Folksemantic:…
Descriptors: Conferences (Gatherings), Medical Education, Teaching Methods, Art
Watson, John F. – North American Council for Online Learning, 2007
Online learning is growing rapidly across the United States within all levels of education, as more and more students and educators become familiar with the benefits of learning unconstrained by time and place. Across most states and all grade levels, students are finding increased opportunity, flexibility, and convenience through online learning.…
Descriptors: Definitions, Educational Resources, Student Evaluation, Educational Assessment
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