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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
Wang, Feihong; Shao, Enming – TechTrends: Linking Research and Practice to Improve Learning, 2012
Second Life (SL) has been gaining increased attention in Education since it was launched in 2003. Language educators explored SL mainly as a virtual learning environment where learners can interact with native speakers (e.g., Hislope, 2008; Wang, Song, Xia, & Yan, 2009). Although most studies concluded positively about using SL for language…
Descriptors: Foreign Countries, English (Second Language), Assignments, Second Language Learning
Chow, Meyrick; Herold, David Kurt; Choo, Tat-Ming; Chan, Kitty – Computers & Education, 2012
Learners need to have good reasons to engage and accept e-learning. They need to understand that unless they do, the outcomes will be less favourable. The technology acceptance model (TAM) is the most widely recognized model addressing why users accept or reject technology. This study describes the development and evaluation of a virtual…
Descriptors: Self Efficacy, Nursing Students, Intention, Electronic Learning
Lu, Lilly – Journal of Technology and Teacher Education, 2011
Three-dimensional (3D) virtual worlds (VW) have great potential for contemporary art education. This article introduces the key characteristics of 3D VWs and reviews the research literature and application of VWs in education and art education. After explaining how 3D VWs provide unique possibilities as a contemporary art medium, learning tool,…
Descriptors: Student Projects, Art Education, Art Teachers, Teacher Education Curriculum
Jennings, Susan Evans – Business Communication Quarterly, 2010
Business communication educators need to realize that as technology changes and evolves, they must also change and evolve their teaching methods and content. Cell phones, email, blogs, wikis, and text messaging are just a few examples of business communication technologies that not so long ago were viewed as entertainment for teens or techies, but…
Descriptors: Web Sites, Business Communication, Assignments, Undergraduate Study
Schrader, P. G.; Archambault, Leanna M.; Oh-Young, Conrad – Journal of Technology and Teacher Education, 2011
Videogames have become a cultural and commercial phenomenon across the globe. Researchers and educators have been working to understand how to leverage these tools in education. However, there are few training opportunities that focus on the positive attributes of games in education for preservice teachers. This paper describes the preliminary…
Descriptors: Preservice Teachers, Preservice Teacher Education, Education Courses, Pretests Posttests
Carrington, Lisa; Kervin, Lisa; Ferry, Brian – Journal of Technology and Teacher Education, 2011
The development of a professional identity plays an important part in pre-service teacher education. However, very little is explicitly taught about how one can develop a teacher professional identity via pre-service teacher education (Allen, 2005:1). Rather, as a pre service teacher progresses through their degree, they are expected to develop…
Descriptors: Foreign Countries, Preservice Teacher Education, Undergraduate Study, Theory Practice Relationship
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
Chen, Judy F.; Warden, Clyde A.; Tai, David Wen-Shung; Chen, Farn-Shing; Chao, Chich-Yang – Computers & Education, 2011
Virtual spaces allow abstract representations of reality that not only encourage student self-directed learning but also reinforce core content of the learning objective through visual metaphors not reproducible in the physical world. One of the advantages of such a space is the ability to escape the restrictions of the physical classroom, yet…
Descriptors: Figurative Language, Abstract Reasoning, Business English, Values
Thomas, Herbert – British Journal of Educational Technology, 2010
Traditionally, at least according to popular wisdom, learning took place in venues that were custom-designed for the purpose. The purpose, given the evidence of the artefacts with which we are confronted, seems to have been the educational equivalent of the production line that so succinctly characterised the industrialisation of society. One…
Descriptors: Educational Change, Educational Principles, Educational Philosophy, Epistemology
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
Building Fictional Ethos: Analysing the Rhetorical Strategies of Persona Design for Online Role Play
Doerr-Stevens, Candance – E-Learning and Digital Media, 2011
This article presents a qualitative case study that uses discourse and social semiotic analysis methods in order to examine the rhetorical construction of fictional personas within an online role play used for learning in the college classroom. Of special focus are the differing patterns of semiotic resource use (for example, language and…
Descriptors: Rhetoric, Program Effectiveness, Semiotics, Linguistic Theory
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
Baggaley, Jon – Distance Education, 2010
Imaginary worlds have been devised by artists and commentators for centuries to focus satirical attention on society's problems. The increasing sophistication of three-dimensional graphics software is generating comparable "virtual worlds" for educational usage. Can such worlds play a satirical role suggesting developments in distance…
Descriptors: Distance Education, Cartoons, Educational Trends, Computer Software
Albritton, Shelly – International Journal of Educational Leadership Preparation, 2008
As demands for online courses continue to increase and educational institutions rise to meet the needs of students, it is imperative faculty members are guided by the Seven Principles (Chickering and Gamson, 1986; Erhmann, 2003) of effective teaching as they develop online courses. This includes the judicious selection of distance learning tools…
Descriptors: Online Courses, Simulated Environment, Learning Experience, Distance Education
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