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Bouta, Hara; Retalis, Symeon; Paraskeva, Fotini – Computers & Education, 2012
This study examines the effect of using an online 3D virtual environment in teaching Mathematics in Primary Education. In particular, it explores the extent to which student engagement--behavioral, affective and cognitive--is fostered by such tools in order to enhance collaborative learning. For the study we used a purpose-created 3D virtual…
Descriptors: Cooperative Learning, Virtual Classrooms, Mathematics Instruction, Elementary School Mathematics
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Nelson, Brian C.; Erlandson, Benjamin; Denham, Andre – British Journal of Educational Technology, 2011
In this paper, we take a designer's look at how the activities and data of learning and assessment can be structured in immersive virtual game environments called Massively Multi-Player Online Games (MMOG). In doing so, we examine the channels of evidence through which learning and assessment activities are derived in MMOGs, offering examples of…
Descriptors: Evidence, Data, Learning Activities, Educational Assessment
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Alinier, Guillaume – Simulation & Gaming, 2011
The development of appropriate scenarios is critical in high-fidelity simulation training. They need to be developed to address specific learning objectives, while not preventing other learning points from emerging. Buying a patient simulator, finding a volunteer to act as the patient, or even obtaining ready-made scenarios from another simulation…
Descriptors: Medical Education, Computer Simulation, Health Services, Teaching Methods
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Hsu, Chung-Yuan; Moore, David Richard – TechTrends: Linking Research and Practice to Improve Learning, 2010
The Goal-based Scenario method is a design model for applying simulations to instruction. This portfolio item describes an implementation of Goal-based Scenarios for the teaching of statistics. The application demonstrates how simulations can be contextualized and how they can allow learners to engage in legitimate inquiry in the pursuit of their…
Descriptors: Teaching Methods, Computer Assisted Instruction, Educational Objectives, Statistics
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Owens, Trevor – Cultural Studies of Science Education, 2012
The 2008 commercial video game "Spore" allowed more than a million players to design their own life forms. Starting from single-celled organisms players played through a caricature of natural history. Press coverage of the game's release offer two frames for thinking about the implications of the game. Some scientists and educators saw the game as…
Descriptors: Educational Games, Video Games, Science Interests, Community
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Merchant, Zahira; Goetz, Ernest T.; Keeney-Kennicutt, Wendy; Kwok, Oi-man; Cifuentes, Lauren; Davis, Trina J. – Computers & Education, 2012
We examined a model of the impact of a 3D desktop virtual reality environment on the learner characteristics (i.e. perceptual and psychological variables) that can enhance chemistry-related learning achievements in an introductory college chemistry class. The relationships between the 3D virtual reality features and the chemistry learning test as…
Descriptors: Instructional Design, Structural Equation Models, Self Efficacy, Computer Simulation
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Baukal, Charles E.; Ausburn, Floyd B.; Ausburn, Lynna J. – Journal of Educational Technology, 2013
Advanced multimedia techniques offer significant learning potential for students. Dale (1946, 1954, 1969) developed a Cone of Experience (CoE) which is a hierarchy of learning experiences ranging from direct participation to abstract symbolic expression. This paper updates the CoE for today's technology and learning context, specifically focused…
Descriptors: Multimedia Instruction, Instructional Design, Learning Experience, Multimedia Materials
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O'Connor, Eileen – Journal of Educational Technology Systems, 2013
With the advent of web 2.0 and virtual technologies and new understandings about learning within a global, networked environment, online course design has moved beyond the constraints of text readings, papers, and discussion boards. This next generation of online courses needs to dynamically and actively integrate the wide-ranging distribution of…
Descriptors: Web 2.0 Technologies, Learning Activities, Instructional Development, Instructional Innovation
Downey, Steve – Educational Technology, 2012
In the past decade, virtual worlds have progressed from isolated sectors of the Internet, inhabited by computer and fantasy role-playing enthusiasts, to one of the fastest growing sectors in the gaming industry. In the process, they have established themselves as promising venues for the delivery of online instruction. Unfortunately, during that…
Descriptors: Electronic Learning, Constructivism (Learning), Instructional Design, Online Courses
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Garrett, Bernard M.; Jackson, Cathryn; Wilson, Brian – Interactive Technology and Smart Education, 2015
Purpose: This paper aims to report on a pilot research project designed to explore if new mobile augmented reality (AR) technologies have the potential to enhance the learning of clinical skills in the lab. Design/methodology/approach: An exploratory action-research-based pilot study was undertaken to explore an initial proof-of-concept design in…
Descriptors: Electronic Learning, Physical Environment, Simulated Environment, Synthesis
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Medina, Liliana Cuesta; Alvarez, Claudia Patricia – Research-publishing.net, 2014
This paper presents the findings from a qualitative study on collaborative CALL design and implementation carried out with two groups of postgraduate language-teacher trainees who designed and piloted nine virtual language resource centres (VLRC) at 16 educational institutions of different levels and contents for an academic year. The project was…
Descriptors: Cooperative Learning, Personal Autonomy, Teacher Education, Preservice Teachers
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Munnerley, Danny; Bacon, Matt; Wilson, Anna; Steele, James; Hedberg, John; Fitzgerald, Robert – Research in Learning Technology, 2012
How can educators make use of augmented reality technologies and practices to enhance learning and why would we want to embrace such technologies anyway? How can an augmented reality help a learner confront, interpret and ultimately comprehend reality itself ? In this article, we seek to initiate a discussion that focuses on these questions, and…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Influence of Technology
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Whitton, Nicola – Electronic Journal of e-Learning, 2012
Digital games have the potential to create active and engaging environments for learning, supporting problem-solving, communication and group activities, as well as providing a forum for practice and learning through failure. The use of game techniques such as gradually increasing levels of difficulty and contextual feedback support learning, and…
Descriptors: Educational Games, Adult Students, Teaching Methods, Computer Games
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Aiello, P.; D'Elia, F.; Di Tore, S.; Sibilio, M. – E-Learning and Digital Media, 2012
Consideration of a possible use of virtual reality technologies in school contexts requires gathering together the suggestions of many scientific domains aimed at "understanding" the features of these same tools that let them offer valid support to the teaching-learning processes in educational settings. Specifically, the present study is aimed at…
Descriptors: Computer Simulation, Computer Assisted Instruction, Teaching Methods, Experiential Learning
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Ioi, Toshihiro; Ono, Masakazu; Ishii, Kota; Kato, Kazuhiko – Campus-Wide Information Systems, 2012
Purpose: The purpose of this paper is to propose a method for the transfer of knowledge and skills in project management (PM) based on techniques in knowledge management (KM). Design/methodology/approach: The literature contains studies on methods to extract experiential knowledge in PM, but few studies exist that focus on methods to convert…
Descriptors: Expertise, Knowledge Management, Business Administration, Facilitators (Individuals)
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