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Matthew Caratachea; W. Monty Jones – Educational Technology Research and Development, 2024
The emergence of immersive VR technology in K-12 educational spaces has created a need for research examining the affordances and constraints of this technology for student learning. The current study uses a case-study methodology to illustrate K-12 secondary science teachers' perceived affordances and constraints of using immersive VR tools to…
Descriptors: Secondary School Teachers, Science Teachers, Affordances, Computer Simulation
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Matovu, Henry; Ungu, Dewi Ayu Kencana; Won, Mihye; Tsai, Chin-Chung; Treagust, David F.; Mocerino, Mauro; Tasker, Roy – Studies in Science Education, 2023
The advanced visualisation and interactive capabilities make immersive virtual reality (IVR) attractive for educators to investigate its educational benefits. This research reviewed 64 studies published in 2016-2020 to understand how science educators designed, implemented, and evaluated IVR-based learning. The immersive design features (sensory,…
Descriptors: Computer Simulation, Science Instruction, Teaching Methods, Science Education
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Braun, Sabine; Davitti, Elena; Slater, Catherine – Interpreter and Translator Trainer, 2020
We report on a study evaluating the educational opportunities that highly multimodal and interactive Virtual Learning Environments (VLE) provide for collaborative learning in the context of interpreter education. The study was prompted by previous research into the use of VLEs in interpreter education, which showed positive results but which…
Descriptors: Computer Simulation, Translation, Teaching Methods, Language Processing
Alahmari, Ayshah Abdullah – ProQuest LLC, 2019
The appropriate implementation of collaborative technology tools in online courses leads to a culture of social learning where technology empowers students to take central roles in their learning. Yet, critical questions still exist about how faculty design, develop, implement collaborative eLearning activities using technology tools that support…
Descriptors: Cooperative Learning, Learning Activities, Online Courses, Technology Integration
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Hyett, Nerida; Lee, Ka Man; Knevel, Ron; Fortune, Tracy; Yau, Matthew K.; Borkovic, Shinead – Journal of Studies in International Education, 2019
Cultural competency, in increasingly globalized and cosmopolitan societies, is key to allied health graduate employability. Internationalization at Home initiatives that use virtual technologies have potential to facilitate transformative intercultural learning experiences and build cultural competency. The purpose of this study was to trial a…
Descriptors: Cultural Awareness, Global Approach, Allied Health Occupations, Allied Health Occupations Education
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Li, Zhong-Zheng; Cheng, Yuan-Bang; Liu, Chen-Chung – British Journal of Educational Technology, 2013
Game-like learning systems such as simulation games and digital toys are increasingly being applied to foster higher-level abilities in educational contexts, as they may facilitate an active learning experience. However, the effect of such game-like learning systems is not guaranteed because students may only be interested in the fantasy…
Descriptors: Active Learning, Instructional Design, Learning Strategies, Computer Simulation
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Mas, Ángeles; Blasco, Vicente; Lerma, Carlos; Angulo, Quiteria – Higher Education Studies, 2013
This study presents an investigation about the use of multimedia procedures applied to architectural construction teaching. We have applied current technological resources, aiming to rationalize and optimize the active learning process. The experience presented to students is very simple and yet very effective. It has consisted in a simulation of…
Descriptors: Active Learning, Multimedia Instruction, Architecture, Learning Experience
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Mallan, Kerry; Foth, Marcus; Greenaway, Ruth; Young, Greg T. – Learning, Media and Technology, 2010
Virtual world platforms such as "Second Life" have been successfully used in educational contexts to motivate and engage learners. This article reports on an exploratory workshop involving a group of high school students using "Second Life" for an urban planning project. Young people are traditionally an under-represented demographic when it comes…
Descriptors: Constructivism (Learning), Urban Planning, Workshops, Case Method (Teaching Technique)
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Cheney, Amelia W.; Sanders, Robert L.; Matzen, Nita J.; Bronack, Stephen C.; Riedl, Richard E.; Tashner, John H. – Themes in Science and Technology Education, 2009
Participation in learning communities, and the construction of knowledge in communities of practice, are important considerations in the use of 3D immersive worlds. This article describes the creation of this type of learning environment in AETZone, an immersive virtual environment in use within graduate programs at Appalachian State University…
Descriptors: Computer Simulation, Communities of Practice, Educational Environment, Virtual Classrooms
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Bledsoe, Scott; Harmeyer, Dave – Journal of Educational Technology, 2011
This paper provides qualitative student-centered research from an online Research Methodology course taught partly within the immersive, 3-D environment of Second Life with fifty-eight graduate psychology students for the purpose of suggesting a constructivist-based instruction model for immersive environments. A qualitative method approach was…
Descriptors: Constructivism (Learning), Web Based Instruction, Computer Simulation, Student Attitudes
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Ang, Li-minn; Seng, Kah Phooi – Journal of Educational Technology, 2008
This paper presents a Problem-Based Learning (PBL) approach to support and promote deeper student learning in a computer architecture course. A PBL approach using a simulator building activity was used to teach part of the course. The remainder of the course was taught using a traditional lecture-tutorial approach. Qualitative data was collected…
Descriptors: Problem Based Learning, Computer Science Education, Lecture Method, Qualitative Research
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