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Bulu, Saniye Tugba – Computers & Education, 2012
This study investigated the relationship among three types of presences, including place presence, social presence, and co-presence in virtual worlds and their relationship with satisfaction and immersive tendencies of students. Students' scores on a subjective questionnaire were analyzed. The results indicated that there was a significant…
Descriptors: Computer Mediated Communication, Computer Simulation, Scores, Questionnaires
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Wu, Hsin-Kai; Lee, Silvia Wen-Yu; Chang, Hsin-Yi; Liang, Jyh-Chong – Computers & Education, 2013
Although augmented reality (AR) has gained much research attention in recent years, the term AR was given different meanings by varying researchers. In this article, we first provide an overview of definitions, taxonomies, and technologies of AR. We argue that viewing AR as a concept rather than a type of technology would be more productive for…
Descriptors: Educational Technology, Teaching Methods, Electronic Learning, Taxonomy
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Furio, David; Gonzalez-Gancedo, Santiago; Juan, M.-Carmen; Segui, Ignacio; Costa, Maria – Computers & Education, 2013
In this paper, we present an educational game for an iPhone and a Tablet PC. The main objective of the game was to reinforce children's knowledge about the water cycle. The game included different interaction forms like the touch screen and the accelerometer and combined AR mini-games with non-AR mini-games for better gameplay immersion. The main…
Descriptors: Computer Interfaces, Handheld Devices, Educational Games, Computer Games
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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
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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
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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
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Fassbender, Eric; Richards, Deborah; Bilgin, Ayse; Thompson, William Forde; Heiden, Wolfgang – Computers & Education, 2012
Game technology has been widely used for educational applications, however, despite the common use of background music in games, its effect on learning has been largely unexplored. This paper discusses how music played in the background of a computer-animated history lesson affected participants' memory for facts. A virtual history lesson was…
Descriptors: Music, Familiarity, Recall (Psychology), History Instruction
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Garcia, I.; Pacheco, C. – Computers & Education, 2013
Many courses for elementary school are based upon teacher presentation and explanation of basic topics, rather than allowing students to develop their own knowledge. This traditional model may turn elementary-level lessons into an extremely theoretical, boring and non-effective process. In this context, research in mathematics elementary education…
Descriptors: Foreign Countries, Elementary School Students, Constructivism (Learning), Mathematics Education
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Vernadakis, Nikolaos; Gioftsidou, Asimenia; Antoniou, Panagiotis; Ioannidis, Dionysis; Giannousi, Maria – Computers & Education, 2012
The purpose of this study was to determine whether there is a difference between an exergame-based and a traditional balance training program, in undergraduate Physical Education students. Thirty two third-year undergraduate students at the Democritus University of Thrace were randomly divided into two training program groups of 16 students each,…
Descriptors: Foreign Countries, Undergraduate Students, Physical Education, Exercise
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Kennedy-Clark, Shannon – Computers & Education, 2011
This paper presents the findings of a study on the current knowledge and attitudes of pre-service teachers on the use of scenario-based multi-user virtual environments in science education. The 28 participants involved in the study were introduced to "Virtual Singapura," a multi-user virtual environment, and completed an open-ended questionnaire.…
Descriptors: Preservice Teachers, Science Education, Gender Differences, Student Behavior
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Huang, Hsiu-Mei; Rauch, Ulrich; Liaw, Shu-Sheng – Computers & Education, 2010
The use of animation and multimedia for learning is now further extended by the provision of entire Virtual Reality Learning Environments (VRLE). This highlights a shift in Web-based learning from a conventional multimedia to a more immersive, interactive, intuitive and exciting VR learning environment. VRLEs simulate the real world through the…
Descriptors: Constructivism (Learning), Instructional Design, Computer Simulation, Internet
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Kwok, Ron Chi-Wai; Cheng, Shuk Han; Ip, Horace Ho-Shing; Kong, Joseph Siu-Lung – Computers & Education, 2011
This study proposes a teaching and research initiative, named SAMAL (Smart AMbience for Affective Learning) that will provide a unique ambient mediated environment for integrating cognitive and affective approaches to enhance learning. Also, this study illustrates a design of SAMAL classroom with affectively evocative scenarios for learning de…
Descriptors: Creativity, Information Management, Learner Engagement, Psychoeducational Methods
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Dickey, Michele D. – Computers & Education, 2011
During the past two decades, digital games have become an increasingly popular source of study for academics, educational researchers and instructional designers. Much has been written about the potential of games for teaching and learning, both in the design of educational/serious games and the implementation of off-the-shelf games for learning.…
Descriptors: Instructional Design, Play, Educational Games, Classroom Environment
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Thompson, Kate; Reimann, Peter – Computers & Education, 2010
A classification system that was developed for the use of agent-based models was applied to strategies used by school-aged students to interrogate an agent-based model and a system dynamics model. These were compared, and relationships between learning outcomes and the strategies used were also analysed. It was found that the classification system…
Descriptors: Prior Learning, Classification, Comparative Analysis, Models
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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
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