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Anderson, Bodi – International Journal of Virtual and Personal Learning Environments, 2014
This current study examines the need for operational definitions of the concept of interaction in distance education studies. It is proposed that a discourse analysis of linguistic features conversation noted as being representative of interaction can be used to operationalize interaction in synchronous CMC. This study goes on compare two…
Descriptors: Computer Games, Simulated Environment, Interaction, Distance Education
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Koechli, Linda; Glynn, Maureen – International Review of Research in Open and Distance Learning, 2014
This paper outlines an action research project involving the development of an educational online role-playing website, known as Lake Devo. Designed in keeping with constructivist principles, the website is used in select post-secondary courses at Ryerson University and allows learners to work synchronously, using visual, audio, and text elements…
Descriptors: Action Research, Role Playing, Constructivism (Learning), Web Sites
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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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Walker, Victoria L.; Rockinson-Szapkiw, Amanda – Innovate: Journal of Online Education, 2009
Counseling students must learn and practice basic counseling skills, including attending, listening, empathizing, and demonstrating warmth and respect. For online educators, providing opportunities for students to develop these skills in realistic counseling situations can be difficult. Victoria L. Walker and Amanda Rockinson-Szapkiw describe how…
Descriptors: Simulated Environment, Educational Opportunities, Counseling Techniques, Empathy
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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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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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Tapsis, Nikolaos; Tsolakidis, Konstantinos; Vitsilaki, Chryssi – American Journal of Distance Education, 2012
This study explores the effects of the use of Second Life (SL) as a learning environment on a course's dialogue. An experimental design within groups was used with thirty-seven graduate students for three weeks. Half of them followed the course activities in the official Learning Management System (LMS) of the program, Blackboard Vista, and the…
Descriptors: Foreign Countries, Graduate Students, Distance Education, Computer Assisted Instruction
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Drake-Bridges, Erin; Strelzoff, Andrew; Sulbaran, Tulio – Marketing Education Review, 2011
This paper explores the use of simulations in virtual reality to teach students the fundamental processes behind retailing and product development. The project described involved one class of students who developed their own clothing lines of "virtual merchandise." A second class of students then "purchased" the wholesale…
Descriptors: Retailing, Clothing, Cooperative Learning, Student Projects
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Ibanez, Maria Blanca; Garcia, Jose Jesus; Galan, Sergio; Maroto, David; Morillo, Diego; Kloos, Carlos Delgado – Educational Technology & Society, 2011
The best way to learn is by having a good teacher and the best language learning takes place when the learner is immersed in an environment where the language is natively spoken. 3D multi-user virtual worlds have been claimed to be useful for learning, and the field of exploiting them for education is becoming more and more active thanks to the…
Descriptors: Foreign Countries, Constructivism (Learning), Learning Strategies, Learning Experience
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Salmon, Gilly; Nie, Ming; Edirisingha, Palitha – Educational Research, 2010
Background: In the 1990s, Salmon developed a five-stage model for enabling and scaffolding remote groups to work and learn together using asynchronous bulletin boards. The model has informed online learning and development practice across different levels and education for online and blended learning. Purpose: This paper reports our testing of the…
Descriptors: Photography, Archaeology, Cognitive Mapping, Scaffolding (Teaching Technique)
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Minocha, Shailey; Morse, David R. – Interactive Technology and Smart Education, 2010
Purpose: The purpose of this paper is to report on a study into how a three-dimensional (3D) virtual world (Second Life) can facilitate socialisation and team working among students working on a team project at a distance. This models the situation in many commercial sectors where work is increasingly being conducted across time zones and between…
Descriptors: Foreign Countries, Web Sites, Distance Education, Cooperation
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Carr, Diane – London Review of Education, 2010
In this paper the online construction of disability is investigated and the implications for educators working in virtual worlds are considered. Based on the analysis of data collected through interviews with deaf residents of "Second Life", it is argued that research into online identity, disability and education needs to allow room for…
Descriptors: Electronic Learning, Disabilities, Deafness, Special Needs Students
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Ketelhut, Diane Jass; Nelson, Brian C. – Educational Research, 2010
Background: Most policy doctrines promote the use of scientific inquiry in the K-12 classroom, but good inquiry is hard to implement, particularly for schools with fiscal and safety constraints and for teachers struggling with understanding how to do so. Purpose: In this paper, we present the design of a multi-user virtual environment (MUVE)…
Descriptors: Suburban Schools, Student Attitudes, Virtual Classrooms, Science Curriculum
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White, David; Le Cornu, Alison – Educational Research, 2010
Background: Many of the potential benefits of using virtual worlds for teaching and learning are difficult to define and often become overly focused on the functionality of the technology or on its ability to support informal or "social" forms of learning. Purpose: The aim of the paper is to highlight the experiential nature of virtual…
Descriptors: Experiential Learning, Learning Theories, Lifelong Learning, Pilot Projects
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Zhang, Li; Gillies, Marco; Dhaliwal, Kulwant; Gower, Amanda; Robertson, Dale; Crabtree, Barry – International Journal of Artificial Intelligence in Education, 2009
This paper describes a multi-user role-playing environment, referred to as "e-drama", which enables groups of people to converse online, in scenario driven virtual environments. The starting point of this research, is an existing application known as "edrama", a 2D graphical environment in which users are represented by static…
Descriptors: Disabilities, Cartoons, Interpersonal Relationship, Interaction
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