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Saucerman, Jenny; Ruis, A. R.; Shaffer, David Williamson – Journal of Learning Analytics, 2017
Learning to solve "complex problems"--problems whose solutions require the application of more than basic facts and skills--is critical to meaningful participation in the economic, social, and cultural life of the digital age. In this paper, we use a theoretical understanding of how professionals use reflection-in-action to solve complex…
Descriptors: Reflection, Problem Solving, Automation, Skill Development
Ibrahim, Karim – International Journal of Game-Based Learning, 2018
This article describes how the literature on game-based foreign language (FL) learning has demonstrated that player-game interactions have a strong potential for FL learning. However, little is known about the fine-grained dynamics of these interactions, or how they could facilitate FL learning. To address this gap, the researcher conducted a…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Second Language Learning
Fominykh, Mikhail; Prasolova-Forland, Ekaterina – Interactive Technology and Smart Education, 2012
Purpose: Collaborative virtual environments (CVEs) have become increasingly popular in educational settings and the role of 3D content is becoming more and more important. Still, there are many challenges in this area, such as lack of empirical studies that provide design for educational activities in 3D CVEs and lack of norms of how to support…
Descriptors: Foreign Countries, Constructivism (Learning), Educational Technology, Group Activities
Peterson, Mark – ReCALL, 2012
This paper reports on the task-based interaction of English as a Foreign Language (EFL) learners in the 3D multiuser virtual environment (MUVE) Second Life. The discussion first explores research on the precursors of MUVEs, text-based 2D virtual worlds known as MOOs. This is followed by an examination of studies on the use of MUVEs in Computer…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Role Playing
Building Fictional Ethos: Analysing the Rhetorical Strategies of Persona Design for Online Role Play
Doerr-Stevens, Candance – E-Learning and Digital Media, 2011
This article presents a qualitative case study that uses discourse and social semiotic analysis methods in order to examine the rhetorical construction of fictional personas within an online role play used for learning in the college classroom. Of special focus are the differing patterns of semiotic resource use (for example, language and…
Descriptors: Rhetoric, Program Effectiveness, Semiotics, Linguistic Theory
Salmon, Gilly; Nie, Ming; Edirisingha, Palitha – Educational Research, 2010
Background: In the 1990s, Salmon developed a five-stage model for enabling and scaffolding remote groups to work and learn together using asynchronous bulletin boards. The model has informed online learning and development practice across different levels and education for online and blended learning. Purpose: This paper reports our testing of the…
Descriptors: Photography, Archaeology, Cognitive Mapping, Scaffolding (Teaching Technique)

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