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Debeauvais, Thomas – ProQuest LLC, 2016
Game designers and researchers agree that the main motivation for starting playing a game is challenge. It is only a small step to say that when the game becomes too difficult, players can become frustrated and quit. While extensive work shows that challenge is central in player enjoyment, its influence on player retention has received little…
Descriptors: Persistence, Mixed Methods Research, Interviews, Online Surveys
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
Janson, Barbara – ProQuest LLC, 2013
Use of 3D (three-dimensional) avatars in a synchronous virtual world for educational purposes has only been adopted for about a decade. Universities are offering synchronous, avatar-based virtual courses for credit - within 3D worlds (Luo & Kemp, 2008). Faculty and students immerse themselves, via avatars, in virtual worlds and communicate…
Descriptors: Higher Education, College Faculty, College Students, Virtual Classrooms
Crary, Wendy M. – ProQuest LLC, 2012
The research question of this study was: to what degree do nursing students perceive using the High Fidelity Simulation (HFS) learning environment to be helpful in their ability to achieve clinical competency. The research sub-questions (7) explored the students' demographics as an influence on rating of reality and helpfulness and the…
Descriptors: Nursing Students, Student Attitudes, Simulation, Nursing Education