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Showing 1 to 15 of 58 results Save | Export
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Hontvedt, Magnus; Arnseth, Hans Christian – International Journal of Computer-Supported Collaborative Learning, 2013
Research on simulator training has rarely focused on the way simulated contexts are constructed collaboratively. This study sheds light on how structuring role-play and fostering social interactions may prove fruitful for designing simulator training. The article reports on a qualitative study of nautical students training in a ship simulator. The…
Descriptors: Marine Education, Navigation, Professional Training, Social Environment
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Wang, Shwu-huey – British Journal of Educational Technology, 2012
In order to understand (1) what kind of students can be facilitated through the help of three-dimensional virtual learning environment (3D VLE), and (2) the relationship between a conventional test (ie, paper and pencil test) and the 3D VLE used in this study, the study designs a 3D virtual supermarket (3DVS) to help students transform their role…
Descriptors: Marketing, Business Administration Education, Vignettes, Training Methods
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Esteves, Micaela; Fonseca, Benjamim; Morgado, Leonel; Martins, Paulo – British Journal of Educational Technology, 2011
The emergence of new technologies such as three-dimensional virtual worlds brings new opportunities for teaching and learning. We conducted an action research approach to the analysis of how teaching and learning of computer programming at the university level could be developed within the Second Life virtual world. Results support the notion that…
Descriptors: Action Research, Computer Assisted Instruction, Programming, Barriers
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Peterson, Mark – ReCALL, 2012
This paper reports on the task-based interaction of English as a Foreign Language (EFL) learners in the 3D multiuser virtual environment (MUVE) Second Life. The discussion first explores research on the precursors of MUVEs, text-based 2D virtual worlds known as MOOs. This is followed by an examination of studies on the use of MUVEs in Computer…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Role Playing
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Henderson, Michael; Huang, Hui; Grant, Scott; Henderson, Lyn – Australasian Journal of Educational Technology, 2012
It was found in the two-year study reported in this article that a single collaborative language lesson using "Second Life" can result in a statistically significant increase in student self-efficacy beliefs across a range of specific and general language skills. However, students with different "real life" prior experience…
Descriptors: Foreign Countries, Self Efficacy, Language Skills, Chinese
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Dickey, Michele D. – Educational Technology Research and Development, 2011
The purpose of this study is to address the pragmatics of integrating virtual worlds for teaching and learning for K-12 education. Specifically this qualitative investigation focuses on a reflective dialogue gathered from a group of K-12 (primary and secondary school) educators about their experiences using both "Active Worlds Educational…
Descriptors: Elementary School Teachers, Secondary School Teachers, Educational Technology, Barriers
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Mariais, Christelle; Michau, Florence; Pernin, Jean-Philippe – Simulation & Gaming, 2012
To strengthen the motivation of learners, the professional training sector is focusing more and more on game-based learning. In this context, the authors have become interested in the design of Learning Role-Play Game (LRPG) scenarios. The aim of this article is to improve the designers' confidence in the validity of the game-based learning…
Descriptors: Professional Training, Educational Technology, Methods, Models
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Gregory, Sue; Masters, Yvonne – Australasian Journal of Educational Technology, 2012
Role-plays in a virtual world hold tremendous potential for higher education because they allow synchronous, immersive participation by students located across the globe. They also have the added advantage of allowing students to adopt roles and carry out tasks that are not possible in the real world. In this article, a project that involved…
Descriptors: Foreign Countries, Distance Education, On Campus Students, Preservice Teacher Education
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Wimpenny, Katherine; Savin-Baden, Maggi; Mawer, Matt; Steils, Nicole; Tombs, Gemma – Australasian Journal of Educational Technology, 2012
In the changing context of globalised higher education, a series of pedagogical shifts have occurred, and with them, a number of interactive learning approaches have emerged. This article reports on findings taken from a large-scale study that explored the socio-political impact of virtual world learning on higher education in the UK, specifically…
Descriptors: Foreign Countries, Higher Education, Teaching Methods, Computer Simulation
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Peterson, Mark – ReCALL, 2010
This paper reports on an exploratory case study that investigates the synchronous interaction of intermediate level EFL learners in the 3D virtual world "Second Life." The subjects took part in three seventy-minute chat sessions that involved the use of affordances provided by a purpose-built world within this environment. Analysis of the data…
Descriptors: English (Second Language), Second Language Learning, Computer Assisted Instruction, Internet
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Lisk, Timothy C.; Kaplancali, Ugur T.; Riggio, Ronald E. – Simulation & Gaming, 2012
With their increased popularity, games open up possibilities for simultaneous learning on multiple levels; players may learn from contextual information embedded in the narrative of the game and through the risks, benefits, costs, outcomes, and rewards of the alternative strategies that result from fast-paced decision making. Such dynamics also…
Descriptors: Global Approach, Transformational Leadership, Computer Games, Leadership Training
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Loke, Swee-Kin; Blyth, Phil; Swan, Judith – Australasian Journal of Educational Technology, 2012
While the potentials of virtual worlds to support experiential learning in medical education are well documented, assessment of student learning within these environments is relatively scarce and often incongruent. In this article, a conceptual framework is proposed for formatively assessing dispositional behaviours in scenario-based learning…
Descriptors: Foreign Countries, Computer Assisted Instruction, Experiential Learning, Medical Education
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Traphagan, Tomoko Watanabe; Chiang, Yueh-hui Vanessa; Chang, Hyeseung Maria; Wattanawaha, Benjaporn; Lee, Haekyung; Mayrath, Michael Charles; Woo, Jeongwon; Yoon, Hyo-Jin; Jee, Min Jung; Resta, Paul E. – Computers & Education, 2010
Using a framework of cognitive, social, and teaching presence, the nature of learning experiences in a three-dimensional virtual world environment (Second Life) and a text-chat learning environment without visuals (TeachNet) were investigated. A mixed method of code frequencies, coherence graphs, interviews, and a survey was used. The results…
Descriptors: Computer Mediated Communication, Cooperation, Cognitive Processes, Debate
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Frank, Anders – Simulation & Gaming, 2012
A risk associated with the use of games in training and education is that players "game the game," instead of focusing on their learning goals. The term "gamer mode" is proposed to describe this attitude. A player with a gamer-mode attitude strives to achieve goals that are optimal for winning the game, but suboptimal with…
Descriptors: Foreign Countries, Student Attitudes, Educational Objectives, War
Ioannidou, Andri; Repenning, Alexander – Online Submission, 2010
The comprehension of interdependent complex systems, which is part of state and national standards, is an enormous challenge for learners. In traditional physiology teaching materials, which structure the human body into decoupled subsystems (e.g., respiratory and cardiovascular) isolated in separate chapters, there is a ubiquitous absence of…
Descriptors: Physiology, Human Body, Science Instruction, Science Education
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