Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 10 |
Since 2006 (last 20 years) | 26 |
Descriptor
Computer Mediated… | 26 |
Statistical Analysis | 26 |
Computer Simulation | 24 |
Teaching Methods | 13 |
Foreign Countries | 12 |
College Students | 9 |
Questionnaires | 9 |
Student Attitudes | 9 |
Comparative Analysis | 8 |
Qualitative Research | 8 |
Cooperative Learning | 7 |
More ▼ |
Source
Author
Publication Type
Journal Articles | 23 |
Reports - Research | 22 |
Dissertations/Theses -… | 2 |
Collected Works - Proceedings | 1 |
Reports - Descriptive | 1 |
Speeches/Meeting Papers | 1 |
Education Level
Higher Education | 17 |
Postsecondary Education | 13 |
Elementary Education | 5 |
Intermediate Grades | 3 |
Middle Schools | 3 |
Grade 6 | 2 |
Junior High Schools | 2 |
Secondary Education | 2 |
Grade 4 | 1 |
Grade 5 | 1 |
Grade 7 | 1 |
More ▼ |
Audience
Laws, Policies, & Programs
Assessments and Surveys
Program for International… | 1 |
What Works Clearinghouse Rating
Heller, Bob – Journal of Interactive Learning Research, 2017
The unstructured conversations of students who chatted with Freudbot in his Second Life virtual office over a 32-month period were examined in order to better understand the nature of the virtual relationship between students and conversational agents (CA) as historical figures. This research builds on past work that examined these conversations…
Descriptors: Computer Simulation, Computer Mediated Communication, Teaching Methods, Discourse Analysis
Tan, Yunzi; Molinari, Carol – Journal of Educators Online, 2017
In higher education, more and more students take part in online courses that require them to engage in virtual work groups. Research has shown that online learners are likely to experience information overload and considerable challenges associated with online learning environments. These challenges are exacerbated when learners have to work as…
Descriptors: Metacognition, Teamwork, Teaching Methods, Online Courses
Fontainha, Elsa; Martins, Jorge Tiago; Vasconcelos, Ana Cristina – Information Research: An International Electronic Journal, 2015
Introduction: This paper aims at understanding virtual communities of learning in terms of dynamics, types of knowledge shared by participants, and network characteristics such as size, relationships, density, and centrality of participants. It looks at the relationships between these aspects and the evolution of communities of learning. It…
Descriptors: Network Analysis, Communities of Practice, Economics Education, Group Dynamics
Yamazaki, Kasumi – ReCALL, 2018
This study investigates an instantiation of a 3D virtual world-based Japanese learning curriculum within the context of a Japanese as a foreign language (JFL) classroom. Through a mixed-method case study approach, participants' natural acquisition of Japanese in a 3D virtual environment was examined. In the present study, four sources of data from…
Descriptors: Computer Assisted Instruction, Second Language Learning, Computer Simulation, Qualitative Research
Chou, Chin-Cheng – EURASIA Journal of Mathematics, Science & Technology Education, 2017
Elementary school remedial teaching has been promoted for many years in Taiwan but it has primarily been aimed at Chinese and mathematics with little attention being paid to natural sciences. Due to the current shortage of natural science teachers, along with limitations in school budget and manpower, it is difficult to put natural science…
Descriptors: Foreign Countries, Computer Simulation, Video Technology, Audience Response Systems
Karaoglan Yilmaz, Fatma Gizem – Journal of Educational Computing Research, 2017
Today, the use of social network-based virtual learning communities is increasing rapidly in terms of knowledge management. An important dynamic of knowledge management processes is the knowledge sharing behaviors (KSB) in community. The purpose of this study is to examine the KSB of the students in a Facebook-based virtual community created…
Descriptors: Computer Simulation, Communities of Practice, Social Media, Computer Mediated Communication
Tracey, Monica W.; Joiner, Michael; Kacin, Sara; Burmeister, Jay – Contemporary Educational Technology, 2018
Instructional design focuses on solving problems in a multitude of contexts. As such, designers are investigators, gathering evidence to optimally design solutions to learning problems within the identified context. The challenge described in this case study was the need to create an educational activity to promote interaction and collaboration…
Descriptors: Teaching Methods, Case Studies, Learning Problems, Interdisciplinary Approach
Wall, Jennifer; Selmer, Sarah; Bingham Brown, Amy – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2016
Prospective elementary teachers at three universities engaged in online modules called the Virtual Field Experience, created by the Math Forum. The prospective teachers learned about problem solving and mentoring elementary students in composing solutions and explanations to nonroutine challenge problems. Finally, through an asynchronous online…
Descriptors: Elementary School Teachers, Preservice Teachers, Computer Simulation, Field Experience Programs
Tan, Meng; Hew, Khe Foon – Australasian Journal of Educational Technology, 2016
In this study, we investigated how the use of meaningful gamification affects student learning, engagement, and affective outcomes in a short, 3-day blended learning research methods class using a combination of experimental and qualitative research methods. Twenty-two postgraduates were randomly split into two groups taught by the same…
Descriptors: Blended Learning, Teaching Methods, Experimental Groups, Control Groups
Collentine, Karina – Hispania, 2016
Tasks provide engaging ways to involve learners in meaningful, real-world activities with the foreign language (FL). Yet selecting classroom tasks suitable to learners' linguistic readiness is challenging, and task-based research is exploring the relationship between learners' overall abilities (e.g., reading, grammatical) and the complexity and…
Descriptors: Reading Ability, Second Language Learning, Task Analysis, College Students
Canto, Silvia; Jauregi Ondarra, Kristi – Language Learning in Higher Education, 2017
This article attempts to shed some light on the possible learning benefits for language acquisition and intercultural development of authentic social interaction with expert peers through computer mediated communication (CMC) tools. The environments used in this study are video communication and the 3D virtual world "Second Life." For…
Descriptors: Second Language Learning, Second Language Instruction, Qualitative Research, Control Groups
Cela-Ranilla, Jose María; Esteve-Gonzalez, Vanessa; Esteve-Mon, Francesc; Gisbert-Cervera, Merce – Journal of Educational Computing Research, 2014
In this study we analyze how 57 Spanish university students of Education developed a learning process in a virtual world by conducting activities that involved the skill of self-management. The learning experience comprised a serious game designed in a 3D simulation environment. Descriptive statistics and non-parametric tests were used in the…
Descriptors: Foreign Countries, College Students, Simulated Environment, Computer Simulation
Oksanen, Kimmo; Hämäläinen, Raija – International Journal of Game-Based Learning, 2013
Collaborative serious games have proven to have the potential to support joint knowledge construction, and there is a growing interest in applying such games to promote high-level learning. However, most of the existing studies have focused on the effects of functional, task-specific support while ignoring the social aspects of collaborative…
Descriptors: Educational Games, Cooperative Learning, Interpersonal Relationship, Social Behavior
Ney, Muriel; Gonçalves, Celso; Balacheff, Nicolas – IEEE Transactions on Learning Technologies, 2014
Simulation games are games for learning based on a reference in the real world. We propose a model for authenticity in this context as a result of a compromise among learning, playing and realism. In the health game used to apply this model, students interact with characters in the game through phone messages, mail messages, SMS and video.…
Descriptors: Heuristics, Computer Simulation, Video Games, Models
Shih, Ya-Chun – Computer Assisted Language Learning, 2015
Integrating Google Street View into a three-dimensional virtual environment in which users control personal avatars provides these said users with access to an innovative, interactive, and real-world context for communication and culture learning. We have selected London, a city famous for its rich historical, architectural, and artistic heritage,…
Descriptors: Geographic Information Systems, Case Studies, Qualitative Research, Language Proficiency
Previous Page | Next Page »
Pages: 1 | 2