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Griffiths, Mark; Hussain, Zaheer; Grüsser, Sabine M.; Thalemann, Ralf; Cole, Helena; Davies, Mark N. O.; Chappell, Darren – International Journal of Game-Based Learning, 2011
This paper briefly overviews five studies examining massively multiplayer online role-playing games (MMORPGs). The first study surveyed 540 gamers and showed that the social aspects of the game were the most important factor for many gamers. The second study explored the social interactions of 912 MMORPG players and showed they created strong…
Descriptors: Computer Games, Role Playing, Attitude Measures, Social Influences
Wicks, Pamela – Community & Junior College Libraries, 2011
Virtual environments such as Second Life (SL) may provide a way to connect with today's digital native and increase the readership of the community college student, both in virtual and real world libraries. Many colleges and universities already have a presence in SL. Books and services typically found in a "brick and mortar" library can…
Descriptors: Community Colleges, Electronic Libraries, Virtual Classrooms, Internet
Islas Sedano, Carolina; Leendertz, Verona; Vinni, Mikko; Sutinen, Erkki; Ellis, Suria – Simulation & Gaming, 2013
A Hypercontextualized Game (HCG) is a locally designed game that supports its players in gathering context-specific information and in-depth understanding and knowledge regarding the context of a site. LIEKSAMYST, an exciting mobile application, with which visitors can play various games based on stories, was originally developed for the open-air…
Descriptors: Games, Design, Telecommunications, Handheld Devices
Dodds, Heather E. – ProQuest LLC, 2013
Online education has grown into a part of the educational market answering the demand for learning at the learner's choice of time and place. Inquiry skills such as observing, questioning, collecting data, and devising fair experiments are an essential element of 21st-century online science coursework. Virtual immersive worlds such as Second Life…
Descriptors: Online Courses, Inquiry, Simulated Environment, Computer Simulation
Nonclercq, A.; Biest, A. V.; De Cuyper, K.; Leroy, E.; Martinez, D. L.; Robert, F. – IEEE Transactions on Education, 2010
As part of an instrumentation course, a problem-based learning framework was selected for laboratory instruction. Two acquisition chains were designed to help students carry out realistic instrumentation problems. The first tool is a virtual (simulated) modular acquisition chain that allows rapid overall understanding of the main problems in…
Descriptors: Foreign Countries, Instrumentation, Laboratories, Science Instruction
Petrakou, Alexandra – Computers & Education, 2010
This paper studies how a virtual world is utilised as a learning environment in an online course in higher education. The aim is to explore how this setting currently facilitates online education, and to identify those issues of interactivity that are essential in this context. The study builds on an ethnographic approach and data were collected…
Descriptors: Distance Education, Online Courses, Interpersonal Relationship, Interaction
Augmented Reality M-Learning to Enhance Nursing Skills Acquisition in the Clinical Skills Laboratory
Garrett, Bernard M.; Jackson, Cathryn; Wilson, Brian – Interactive Technology and Smart Education, 2015
Purpose: This paper aims to report on a pilot research project designed to explore if new mobile augmented reality (AR) technologies have the potential to enhance the learning of clinical skills in the lab. Design/methodology/approach: An exploratory action-research-based pilot study was undertaken to explore an initial proof-of-concept design in…
Descriptors: Electronic Learning, Physical Environment, Simulated Environment, Synthesis
Rector-Aranda, Amy; Raider-Roth, Miriam – Research in Learning Technology, 2015
This article presents an educational action research study examining how one online, classroom-based role-play simulation offers middle school students the opportunity to strengthen their agency and voice. The Jewish Court of All Time (JCAT) is a web-mediated simulation designed for middle school classrooms where students take on roles of various…
Descriptors: Action Research, Role Playing, Simulation, Middle School Students
Munnerley, Danny; Bacon, Matt; Wilson, Anna; Steele, James; Hedberg, John; Fitzgerald, Robert – Research in Learning Technology, 2012
How can educators make use of augmented reality technologies and practices to enhance learning and why would we want to embrace such technologies anyway? How can an augmented reality help a learner confront, interpret and ultimately comprehend reality itself ? In this article, we seek to initiate a discussion that focuses on these questions, and…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Influence of Technology
Villalta, M.; Gajardo, I.; Nussbaum, M.; Andreu, J. J.; Echeverria, A.; Plass, J. L. – Computers & Education, 2011
In a Classroom Multiplayer Presential Game (CMPG) peers interact collaboratively with the virtual world and amongst themselves in a shared space. The design of this kind of game, however, is a complex process that must consider instruction strategies, methodology, usability and ludic aspects. This article's aim is to develop and systematize…
Descriptors: Design Requirements, Guidelines, Instructional Effectiveness, Educational Technology
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
Yang, Mau-Tsuen; Liao, Wan-Che – IEEE Transactions on Learning Technologies, 2014
The physical-virtual immersion and real-time interaction play an essential role in cultural and language learning. Augmented reality (AR) technology can be used to seamlessly merge virtual objects with real-world images to realize immersions. Additionally, computer vision (CV) technology can recognize free-hand gestures from live images to enable…
Descriptors: Simulated Environment, Computer Simulation, Interaction, Nonverbal Communication
Teacher's Skill Improvement by Role-Play and Simulations on Collaborative Educational Virtual Worlds
Lorenzo, Carlos-Miguel – Journal of Educational Computing Research, 2014
This study looked at teachers' role-play and simulations in order to increase teachers' skills in psycho-pedagogical support on educational virtual worlds. We put forward a proposal to encourage the use of 3D scenarios where teachers can improve their skills for situations of cultural and ethical concerns that require a high level…
Descriptors: Role Playing, Computer Simulation, Simulated Environment, Teaching Skills
Mirliss, Danielle Salomone – ProQuest LLC, 2014
Teacher preparation programs are exploring opportunities to better prepare pre-service teachers for the realities of managing inclusion classrooms. The ability to manage a classroom while meeting the learning needs of all students is critical to the success of a teacher. Research suggests that a teacher's positive attitudes toward inclusion and…
Descriptors: Preservice Teacher Education, Inclusion, Disabilities, Regular and Special Education Relationship
Girvan, Carina; Tangney, Brendan; Savage, Timothy – Computers & Education, 2013
Constructionism places an emphasis on the process of constructing shareable artefacts. Many virtual worlds, such as "Second Life", provide learners with tools for the construction of objects and hence may facilitate in-world constructionist learning experiences. However, the construction tools available present learners with a significant barrier…
Descriptors: Programming, Interviews, Distance Education, Novices