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Stanton, Lorraine May – ProQuest LLC, 2017
Virtual worlds are innovative teaching and learning methods that can provide immersive and engaging learning experiences (Lu, 2010). Though they have potential benefits, students sometimes experience a steep learning curve and discomfort with the technology (Warburton, 2009). This study explored how students in two American Studies classes using…
Descriptors: Undergraduate Students, Self Efficacy, Learning Experience, Computer Simulation
Karaman, M. Kemal; Özen, Sevil Orhan – Educational Technology & Society, 2016
In this study, we aimed to design collaborative virtual learning (CVL) activities by using a five-stage model (FSM) and survey of students' experiences. The study group consisted of 14 voluntary students in the Turkish Teaching Department. In this case study, data were collected through observations, recordings in Second Life (SL) and interviews.…
Descriptors: Student Experience, Student Surveys, Cooperative Learning, Electronic Learning
Kruk, Mariusz – Teaching English with Technology, 2017
The purpose of this study was to investigate prospective teachers' experiences in utilizing "Second Life" for learning English, differentiating between personal use of the said virtual world for learning the English language and its potential use for teaching English in the future. The results showed that the students perceived the use…
Descriptors: Preservice Teachers, Computer Simulation, Electronic Learning, English (Second Language)
Naudé, L.; Botha, A. – Perspectives in Education, 2017
The aim of this study was to explore postgraduate psychology students' development, as facilitated by the use of an interactive web-based simulation programme, My Virtual Child©. A social constructivist developmental approach, with specific focus on cognitive development towards self-authorship, served as the overarching framework for the study.…
Descriptors: Developmental Psychology, Student Experience, Student Development, Web Based Instruction
Cleghorn, Jack; Griffiths, Mark D. – Digital Education Review, 2015
The present study investigated the phenomenon of buying "virtual assets" for game avatars. Virtual Assets are items that are bought with real-world money for an avatar in-game. Weapons, items, pets, mounts and skin customisations are the most popular examples. Using a qualitative methodology--in this case Interpretative phenomenological…
Descriptors: Purchasing, Computer Simulation, Video Games, Qualitative Research
Bahng, EunJin; Lee, Mimi – International Electronic Journal of Elementary Education, 2017
The purpose of this study is to understand the phenomenon of the "professional journey" of elementary teacher candidates (ETC) both as learners and as teachers by exploring their learning experiences and practices regarding the virtual reality (VR) platform called Second Life (SL). Using the grounded theory approach, we designed an…
Descriptors: Learning Experience, Preservice Teachers, Technology Uses in Education, Grounded Theory
Cross, Deborah Iyron – ProQuest LLC, 2015
Arizona Online Instruction (AOI) provided an instructional alternative to nearly fifty thousand K-12 students in Arizona during the 2012-2013 school year. Growth in online education underscores the importance of evolving the role of the K-12 virtual teacher as the human agent (Turvey, 2008) demonstrating social learning theory (Bandura, 1977) by…
Descriptors: Teacher Collaboration, Communities of Practice, Teaching Experience, Faculty Development
Hennessy, Catherine M.; Kirkpatrick, Emma; Smith, Claire F.; Border, Scott – Anatomical Sciences Education, 2016
Neuroanatomy is a difficult subject in medical education, with students often feeling worried and anxious before they have even started, potentially decreasing their engagement with the subject. At the University of Southampton, we incorporated the use of Twitter as a way of supporting students' learning on a neuroanatomy module to evaluate how it…
Descriptors: Social Media, Anatomy, Focus Groups, Test Results
Ata, Ridvan – Turkish Online Journal of Educational Technology - TOJET, 2016
This study explores teaching experiences of educators within the virtual world of Second Life (SL) and pedagogical practices adopted. A blended approach is applied by using physical classrooms, BlackboardTM, web-based resources, and the virtual world of SL in an Information Literacy (IL) class for 1st year undergraduate students at an institution…
Descriptors: Foreign Countries, Teaching Experience, Web Based Instruction, Computer Simulation
Chesler, Naomi C.; Arastoopour, Golnaz; D'Angelo, Cynthia M.; Bagley, Elizabeth A.; Shaffer, David Williamson – Advances in Engineering Education, 2013
Increasingly, first-year engineering curricula incorporate design projects. However, the faculty and staff effort and physical resources required for the number of students enrolled can be daunting and affect the quality of instruction. To reduce these costs, ensure a high quality educational experience, and reduce variability in student outcomes…
Descriptors: Engineering Education, Computer Simulation, Educational Quality, Educational Experience
da Silva, Karina T. F. – ProQuest LLC, 2012
In spite of the increased use of virtual worlds for language teaching and learning, few empirical studies have addressed the teachers' perspectives regarding teaching in these 3D virtual environments. An understanding of how virtual worlds such as Second Life may be beneficial for the design of enriching language learning experiences helps…
Descriptors: Language Teachers, Second Language Learning, Second Language Instruction, Case Studies
Al-Khatib, Hayat – European Journal of Open, Distance and E-Learning, 2011
Technology Enhanced Learning is a feature of 21st century education. Innovations in ICT have provided unbound access to information in support of the learning process (APTEL, 2010; Allert et al, 2002; Baldry et al, 2006; Frustenberg et al, 2001; Sarkis, 2010). LMS has been extensively put to use in universities and educational institutions to…
Descriptors: Computer Mediated Communication, Access to Information, Program Effectiveness, Educational Experience
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
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
Lee, Seungyoun; Powell, Jack V. – Journal of Educational Technology Systems, 2006
In this study, we investigated whether the "Interpersonal Relationship Skills with Co-Workers" component of a computerized simulation influenced pre-service early childhood teachers' perception on issues and strategies for implementation of interpersonal relationship skills with co-workers before and after four weeks of field experience.…
Descriptors: Preservice Teachers, Interpersonal Competence, Computer Simulation, Early Childhood Education