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Berns, Anke; Gonzalez-Pardo, Antonio; Camacho, David – Computers & Education, 2013
This paper presents our recent experiences with the design of game-like applications in 3-D virtual environments as well as its impact on student motivation and learning. Therefore our paper starts with a brief analysis of the motivational aspects of videogames and virtual worlds (VWs). We then go on to explore the possible benefits of both in the…
Descriptors: Educational Games, German, Second Language Instruction, Language Tests
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Black, Rebecca W.; Reich, Stephanie M. – International Journal of Game-Based Learning, 2011
In recent years there has been a marked increase in the number of virtual worlds aimed at populations between the ages of 6 to14 years. This article examines the content and design of one such site, Webkinz World, as a sociocultural context for informal learning. Focusing on the design and activities of this site sheds light on the ways in which…
Descriptors: Affordances, Barriers, Scaffolding (Teaching Technique), Educational Games
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Liu, Chang; Franklin, Teresa; Shelor, Roger; Ozercan, Sertac; Reuter, Jarrod; Ye, En; Moriarty, Scott – American Journal of Business Education, 2011
Game-like three-dimensional (3D) virtual worlds have become popular venues for youth to explore and interact with friends. To bring vital financial literacy education to them in places they frequent, a multi-disciplinary team of computer scientists, educators, and financial experts developed a youth-oriented financial literacy education game in…
Descriptors: Money Management, Teaching Methods, Computer Simulation, Educational Games
Liao, Christine Ling-Yin – ProQuest LLC, 2011
An avatar is a representation of an identity in an online virtual world. Most virtual environments provide options for avatar customization. This means that a person can either create an avatar from an existing selection of body parts and apparel or design an even more personalized image. Second Life, the investigative site for this study, is a…
Descriptors: Self Concept, Art Education, Creativity, Internet
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Monaghan, Padraic; Christiansen, Morten H.; Fitneva, Stanka A. – Journal of Experimental Psychology: General, 2011
Recent research has demonstrated that systematic mappings between phonological word forms and their meanings can facilitate language learning (e.g., in the form of sound symbolism or cues to grammatical categories). Yet, paradoxically from a learning viewpoint, most words have an arbitrary form-meaning mapping. We hypothesized that this paradox…
Descriptors: Cues, Investigations, Artificial Languages, Labor
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Park, Juyeon; Kim, Dong-Eun; Sohn, MyungHee – International Journal of Technology and Design Education, 2011
The purpose of this study is to explore the effectiveness of 3D simulation technology for enhancing spatial visualization skills in apparel design education and further to suggest an innovative teaching approach using the technology. Apparel design majors in an introductory patternmaking course, at a large Midwestern University in the United…
Descriptors: Visualization, Human Body, Spatial Ability, Lecture Method
Miller, Chris; Self, Nate; Garven, Sena; Allen, Nate – Journal of Asynchronous Learning Networks, 2011
Given the complex environment in which the U.S. military operates, leaders at all levels must be prepared for a force that is more responsive to regional combatant commanders needs, better employs joint capabilities, facilitates force packaging and rapid deployment, and fights self contained units in non-linear, non-contiguous battle space. This…
Descriptors: Leadership Training, Military Personnel, Computer Uses in Education, Computer Simulation
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Testa, I.; Lombardi, S.; Monroy, G.; Sassi, E. – Physics Education, 2011
A context-based module to introduce secondary school students to the study of the optical properties of materials and geometric optics is presented. The module implements an innovative teaching approach in which the behaviour of the chosen application, in this article, the optical fibre, is iteratively explored and modelled by means of a…
Descriptors: Optics, Secondary School Students, Secondary School Science, Instructional Innovation
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Hearrington, Doug – Journal of Digital Learning in Teacher Education, 2011
This study evaluated the multi-user virtual environment (MUVE) known as Second Life, integrated with Moodle and SLOODLE technologies, as an exploratory course delivery platform and for its ability to enable teachers to meet elements of NETS.T. Graduate student participants (N = 17) interacted, constructed simulated schools, and attended classes…
Descriptors: Computer Simulation, Web Sites, Virtual Classrooms, Teacher Education
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Vannini, Natalie; Enz, Sibylle; Sapouna, Maria; Wolke, Dieter; Watson, Scott; Woods, Sarah; Dautenhahn, Kerstin; Hall, Lynne; Paiva, Ana; Andre, Elizabeth; Aylett, Ruth; Schneider, Wolfgang – European Journal of Psychology of Education, 2011
Bullying is widespread in European schools, despite multiple intervention strategies having been proposed over the years. The present study investigates the effects of a novel virtual learning strategy ("FearNot!") to tackle bullying in both UK and German samples. The approach is intended primarily for victims to increase their coping…
Descriptors: Intervention, Incidence, Cultural Differences, Foreign Countries
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Martinez, Guadalupe; Naranjo, Francisco L.; Perez, Angel L.; Suero, Maria Isabel; Pardo, Pedro J. – Physical Review Special Topics - Physics Education Research, 2011
This study compared the educational effects of computer simulations developed in a hyper-realistic virtual environment with the educational effects of either traditional schematic simulations or a traditional optics laboratory. The virtual environment was constructed on the basis of Java applets complemented with a photorealistic visual output.…
Descriptors: Optics, Computer Simulation, Electronic Learning, Simulation
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Ho, Caroline M. L.; Nelson, Mark Evan; Mueller-Wittig, Wolfgang – Computers & Education, 2011
This paper reports on a study, "MUSE", which involved Secondary (Grade 7) students in designing and constructing a virtual museum. It presents a description and evaluation of the design and implementation of the technologically-mediated intervention within a language curriculum that emphasizes multimodal meaning-making and expression.…
Descriptors: Learning Strategies, Museums, Grade 7, Cooperative Learning
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Siyahhan, Sinem; Barab, Sasha; James, Carrie – Journal of Interactive Learning Research, 2011
In this study, we explored a new experimental methodology for investigating children's (ages 10 to 14) stances with respect to the ethics of online identity play. We used a scenario about peer identity misrepresentation embedded in a 3D virtual game environment and randomly assigned 265 elementary students (162 female, 103 male) to three…
Descriptors: Elementary School Students, Computer Mediated Communication, Computer Simulation, Video Games
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Singh, Gurmukh; Siddiqui, Khalid; Singh, Mankiran; Singh, Satpal – Journal of Educational Technology Systems, 2011
The current research article is based on a simple and practical way of employing the computational power of widely available, versatile software MS Excel 2007 to perform interactive computer simulations for undergraduate/graduate students in biology, biochemistry, biophysics, microbiology, medicine in college and university classroom setting. To…
Descriptors: Heredity, Genetics, Biological Sciences, Medical Education
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Lozano-Guerrero, Antonio José; Valenzuela-Valdés, Juan Francisco – IEEE Transactions on Education, 2015
This paper presents a new course, Radionavigation Systems, whose laboratory and theoretical components complement each other to enhance student learning. Radionavigation skills and knowledge are taught by means of various instructional methods, and the laboratory successfully merges hands-on learning using specific instrumentation and software…
Descriptors: Radio, Navigation, Geographic Information Systems, College Students
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