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Wu, Wen-Chi Vivian; Manabe, Kinnosuke; Marek, Michael W.; Shu, Yu – Journal of Research on Technology in Education, 2023
This study aimed to foster development of the 21st-century five core competencies, including Creativity and innovation, Critical thinking and problem solving, Communication, Collaboration, and Computer-information literacy using Student-Centered Active Learning in an instructional design in which student groups created their own virtual reality…
Descriptors: 21st Century Skills, Computer Simulation, Creativity, Innovation
Lim, Cheolil; Ryu, Jeeheon; Martindale, Trey; Kim, Nari; Park, Sanghoon – TechTrends: Linking Research and Practice to Improve Learning, 2019
This report synthesized a one-hour panel discussion at the Association for Educational Communications and Technology (AECT) International Convention 2018 in Kansas City, Missouri, sponsored by the Korean Society for Educational Technology (KSET). The theme of the panel discussion was "New Technology, Design, and Research Approaches for…
Descriptors: Educational Technology, Conferences (Gatherings), Teaching Methods, Instructional Design
Poy, Raquel; García, Marcos – Education for Information, 2019
Digital games have a greater ease of construction of new meanings in a virtual world, more affordable, simple and comprehensible by the students than the real world, and in which the individual differences that occur in the real world tend to fade thanks to the interpretation of a character with different characteristics from the real ones.…
Descriptors: High School Students, Game Based Learning, Video Games, Role Playing
Liu, Chen-Chung; Liu, Kuo-Ping; Wang, Pi-Hui; Chen, Gwo-Dong; Su, Mu-Chun – British Journal of Educational Technology, 2012
Software avatars are increasingly applied to support children's collaborative storytelling because avatars may serve as a transparent shield or as embodied agents to facilitate creativity in children. However, when using avatars, it is not easy for children to practise and refine their speaking skills by narrating their stories to an audience. The…
Descriptors: Creativity, Interaction, Speech Skills, Elementary School Students
Mulvihill, Thalia M.; Swaminathan, Raji – Journal of Educational Technology, 2012
The purpose of this article is to analyze the perspectives of doctoral students on creativity and learning in the virtual environment. The researchers investigated the following central research question: to what extent is creative thinking fostered in virtual environments? In addition, the paper also examined how creativity is practiced in…
Descriptors: Graduate Students, Student Attitudes, Creativity, Creative Thinking
Kidd, Lori I.; Morgan, Karyn I.; Savery, John R. – Journal of Interactive Online Learning, 2012
Nursing education programs are proliferating rapidly in the United States in an effort to meet demand for nurse professionals. Multiple challenges arise from this rapid expansion. One challenge is finding sufficient clinical sites to accommodate students. Increased competition for scarce resources requires creativity in clinical contracting. This…
Descriptors: Computer Simulation, Simulated Environment, Mental Health, Nursing Students
Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2019
For the forty-second time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Las Vegas, Nevada. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains papers dealing…
Descriptors: Educational Technology, Electronic Learning, Technology Uses in Education, Teaching Methods
Kwok, Ron Chi-Wai; Cheng, Shuk Han; Ip, Horace Ho-Shing; Kong, Joseph Siu-Lung – Computers & Education, 2011
This study proposes a teaching and research initiative, named SAMAL (Smart AMbience for Affective Learning) that will provide a unique ambient mediated environment for integrating cognitive and affective approaches to enhance learning. Also, this study illustrates a design of SAMAL classroom with affectively evocative scenarios for learning de…
Descriptors: Creativity, Information Management, Learner Engagement, Psychoeducational Methods
Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2018
For the forty-first time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Kansas City, Missouri. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains twenty-seven…
Descriptors: Instructional Design, Educational Technology, Technology Uses in Education, Higher Education
Nunes, Miguel Baptista, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2019
These proceedings contain the papers and posters of the International Conference on e-Learning (EL) 2019, which was organised by the International Association for Development of the Information Society and co-organised by the Instituto Superior de Engenharia do Porto, in Porto, Portugal, July 17-19, 2019. The EL 2019 conference aims to address the…
Descriptors: Educational Technology, Technology Uses in Education, Mathematics Instruction, Cooperation
Lynch, Martin A.; Tunstall, Richard J. – Simulation & Gaming, 2008
A growing body of evidence suggests that relevant, well-designed simulations can make a valuable contribution to students' experiences in training and education and go some way toward meeting the expectations of students who have grown up with immersive, computer-mediated games. Within universities, many barriers exist that may prevent the…
Descriptors: Creativity, Educational Philosophy, Partnerships in Education, Educational Games
Shute, Valerie J.; Ventura, Matthew; Bauer, Malcolm; Zapata-Rivera, Diego – ETS Research Report Series, 2008
To reveal what is being learned during the gaming experience, this report proposes an approach for embedding assessments in immersive games, drawing on recent advances in assessment design. Key to this approach are formative assessment to guide instructional experiences and evidence-centered design to systematically analyze the assessment argument…
Descriptors: Educational Games, Formative Evaluation, Instructional Design, Evidence Based Practice
Smith, Rachel S., Ed. – New Media Consortium, 2008
The conference proceedings include the following papers: (1) Digital Storytelling: An Alternative Instructional Approach (Ruben R. Puentedura); (2) Digital Storytelling: Old Ways, New Tools (Laurie Burruss); (3) The Adding Machine: Remote Digital Storytelling and Performance (George Brown and James Ferolo); (4) Building and Supporting a…
Descriptors: Conferences (Gatherings), Creativity, Educational Innovation, Story Telling
Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2018
The aim of the 2018 International Association for Development of the Information Society (IADIS) Cognition and Exploratory Learning in the Digital Age (CELDA) conference was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There have been advances in both cognitive…
Descriptors: Learning Processes, Teaching Methods, Educational Technology, Technology Uses in Education
Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2013
For the thirty-sixth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Anaheim, California. The Proceedings of AECT's Convention are published in two…
Descriptors: Educational Technology, Ethnicity, Educational Games, Specialists
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