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Haris, Norbaizura; Osman, Kamisah – Turkish Online Journal of Distance Education, 2015
Virtual Field Trip is a computer aided module of science developed to study the Colonisation and Succession in Mangrove Swamps, as an alternative to the real field trip in Form for Biology. This study is to identify the effectiveness of the Virtual Field Trip (VFT) module towards the level of achievement in the formative test for this topic. This…
Descriptors: Field Trips, Simulated Environment, Technology Uses in Education, Biology
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Can, Tuncer; Simsek, Irfan – Turkish Online Journal of Distance Education, 2015
The recent developments in computer and Internet technologies and in three dimensional modelling necessitates the new approaches and methods in the education field and brings new opportunities to the higher education. The Internet and virtual learning environments have changed the learning opportunities by diversifying the learning options not…
Descriptors: Foreign Countries, Simulated Environment, Computer Simulation, Technology Uses in Education
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Zhang, Li; Barnden, John – International Journal of Distance Education Technologies, 2013
Affect detection from open-ended virtual improvisational contexts is a challenging task. To achieve this research goal, the authors developed an intelligent agent which was able to engage in virtual improvisation and perform sentence-level affect detection from user inputs. This affect detection development was efficient for the improvisational…
Descriptors: Affective Behavior, Semantics, Role Playing, Computer Simulation
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Shook, Anthony; Marian, Viorica – Bilingualism: Language and Cognition, 2013
During speech comprehension, bilinguals co-activate both of their languages, resulting in cross-linguistic interaction at various levels of processing. This interaction has important consequences for both the structure of the language system and the mechanisms by which the system processes spoken language. Using computational modeling, we can…
Descriptors: Listening Comprehension, Language Processing, Bilingualism, Oral Language
Carron, Thibault; Pernelle, Philippe; Talbot, Stéphane – International Association for Development of the Information Society, 2013
Our research work deals with the development of new learning environments, and we are particularly interested in studying the different aspects linked to users' collaboration in these environments. We believe that Game-based Learning can significantly enhance learning. That is why we have developed learning environments grounded on graphical…
Descriptors: Educational Games, Simulated Environment, Technology Uses in Education, Teaching Methods
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Heise, David R. – Social Psychology Quarterly, 2013
A new theory of interaction within small groups posits that group members initiate actions when tension mounts between the affective meanings of their situational identities and impressions produced by recent events. Actors choose partners and behaviors so as to reduce the tensions. A computer model based on this theory, incorporating reciprocal…
Descriptors: Group Dynamics, Interaction, Group Membership, Psychological Patterns
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Ewais, Ahmed; De Troyer, Olga – International Journal of Virtual and Personal Learning Environments, 2014
The use of 3D and Virtual Reality is gaining interest in the context of academic discussions on E-learning technologies. However, the use of 3D for learning environments also has drawbacks. One way to overcome these drawbacks is by having an adaptive learning environment, i.e., an environment that dynamically adapts to the learner and the…
Descriptors: Virtual Classrooms, Computer Simulation, Questionnaires, Electronic Learning
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Melero, Javier; Hernandez-Leo, Davinia – Educational Technology & Society, 2014
Multiple evidences in the Technology-Enhanced Learning domain indicate that Game-Based Learning can lead to positive effects in students' performance and motivation. Educational games can be completely virtual or can combine the use of physical objects or spaces in the real world. However, the potential effectiveness of these approaches…
Descriptors: Educational Technology, Educational Games, Puzzles, Teaching Methods
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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
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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
Mark, Christine Libby – ProQuest LLC, 2014
"Second Life," a 3D online immersive virtual environment, emerged in 2003 and was predicted to become the predominant online course delivery platform by 2013. Educational institutions initially rushed to create a presence in the "Second Life;" however, after 2009 those same institutions were disappointed by their experiences…
Descriptors: Computer Simulation, Social Systems, Internet, Simulated Environment
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Enyedy, Noel; Danish, Joshua A.; Delacruz, Girlie; Kumar, Melissa – International Journal of Computer-Supported Collaborative Learning, 2012
The Learning Physics through Play Project (LPP) engaged 6-8-year old students (n = 43) in a series of scientific investigations of Newtonian force and motion including a series of augmented reality activities. We outline the two design principles behind the LPP curriculum: 1) the use of socio-dramatic, embodied play in the form of participatory…
Descriptors: Play, Test Results, Investigations, Physics
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Montola, Markus – Simulation & Gaming, 2012
This article combines the paradigm of social constructionism with the developing field of ludology. As games are intersubjective meaning-making activities, their study requires understanding of the nature of social constructions, and how such constructions are produced and interpreted: The formalist nature of ludological core concepts such as game…
Descriptors: Epistemology, Social Theories, Social Environment, Cultural Context
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Wang, Chih-Chien; Yeh, Wei-Jyh – Journal of Educational Computing Research, 2013
The study focused on the use of pedagogical agents with sex appeal in a computer-assisted learning environment. The study adopted a 2 (male/female) × 3 (demure/seductive/overtly sexual) experimental design. The primary analysis consisted of 2 parts: (a) comparing the impact of effective learning on students' perceptions of demure, seductive, or…
Descriptors: Computer Assisted Instruction, Gender Differences, Teaching Methods, Sexuality
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Mou, Weimin; Zhou, Ruojing – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2013
Four experiments examined the roles of extended surfaces and the number of points in the boundary superiority effect in goal localization. Participants learned the locations of 4 objects in the presence of a boundary, landmarks, or both in an immersive virtual environment by reproducing the locations with feedback. Participants then localized the…
Descriptors: Experimental Psychology, Feedback (Response), Geographic Location, Memory
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