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Lainema, Kirsi; Syynimaa, Kirsi; Lainema, Timo; Hämäläinen, Raija – Journal of Research on Technology in Education, 2023
Extant research has identified the significance of technological affordances in computer-supported learning environments. However, until recently, there is scarcely empirical research on affordances for organizing collaboration in these learning environments. To address this gap, this study empirically examines affordances for organizing…
Descriptors: Undergraduate Students, Business Administration Education, Foreign Countries, Cooperative Learning
Tugtekin, Ufuk; Odabasi, Hatice Ferhan – Education and Information Technologies, 2022
In this study, considering the effect of interactive learning environments on human cognition, we have examined extraneous processing effects of multimedia materials on cognitive load, metacognitive judgments and learning outcomes. This study examines Augmented Reality Learning Environments (ARLE) and Virtual Reality Learning Environments (VRLE)…
Descriptors: Outcomes of Education, Interaction, Educational Environment, Cognitive Processes
How to Motivate Students Using Augmented Reality in the Mathematics Classroom? An Experimental Study
Wanda Nugroho Yanuarto; Elfis Suanto; Ira Hapsari; Aulia Nisa Khusnia – Mathematics Teaching Research Journal, 2024
An Augmented Reality (AR) approach to creating a maths education app is the focus of this research. To turn the 2D floor plan into 3D objects, students will use their mobile devices to scan the cards. Students can have a better understanding of the 3D shape from various angles by interacting with virtual 3D items. Students can gain a deeper…
Descriptors: Computer Simulation, Physical Environment, Simulated Environment, Foreign Countries
Frank, Barbara; Kluge, Annette – Journal of Computer Assisted Learning, 2018
In organizations, the assessment of mental abilities is a common way to predict learning success. This paper analyses the effect of general mental ability on skill retention and examines the relationship between refresher interventions and general mental ability in terms of skill retention. Two hundred sixty-six adult participants were trained to…
Descriptors: Cognitive Ability, Intervention, Simulated Environment, Retention (Psychology)
Guo, Yan Ru; Goh, Dion Hoe-Lian – Journal of Educational Computing Research, 2015
Over the past decade, computer games and other interactive technologies have shown great potential when used in innovative ways to enhance learning. It is now known that learning is associated not only with cognitive ability but also with affect. The incorporation of affective embodied pedagogical agents (EPAs) in computer programs for learning…
Descriptors: Meta Analysis, Affective Behavior, Educational Technology, Instructional Effectiveness
Deale, Deb; Pastore, Ray – Computers in the Schools, 2014
This study uses theory-based design principles to evaluate the effectiveness of an instructional simulation, simSchool. It begins by examining the simulation and evaluation literature, followed by an evaluation of the simSchool software. It is a Web-based simulation designed to emulate various students (reactions) in order to provide practice for…
Descriptors: Virtual Classrooms, Simulated Environment, Electronic Learning, Computer Assisted Instruction
Pellas, Nikolaos – International Journal of Learning and Change, 2014
Nowadays, the dissemination and exploitation of three-dimensional (3D) multi-user virtual worlds in higher education have been disclosed from their widespread acceptance as candidate learning platforms. However, it is still lacking a theoretical cybernetic macro-script to elaborate the coordination of multiple complex interactions among…
Descriptors: Cybernetics, Organizational Development, Scripts, Computer Assisted Instruction
Mavridis, Apostolos; Tsiatsos, Thrasyvoulos; Terzidou, Theodouli – International Journal of Game-Based Learning, 2016
This paper focuses on methodologies of serious games deployment and evaluation. Particularly, this study will present a specific category of serious games that are based on Collaborative Virtual Environments and they aim to support Collaborative Learning. We call these serious games Collaborative Virtual Educational Games (CVEG). The paper aims to…
Descriptors: Virtual Classrooms, Instructional Design, Cooperative Learning, Educational Games
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
Noteborn, Gwen; Carbonell, Katerina Bohle; Dailey-Hebert, Amber; Gijselaers, Wim – Internet and Higher Education, 2012
This paper analyzed the role of emotions in a virtual world (Second Life) through students' level of enjoyment and boredom and their influence on students' achievement level. The virtual world was an educational tool used to fully immerse students in the content of the course. In addition to supporting prior research on the importance of task…
Descriptors: Academic Achievement, Psychological Patterns, Tests, Group Activities
Hontvedt, Magnus; Arnseth, Hans Christian – International Journal of Computer-Supported Collaborative Learning, 2013
Research on simulator training has rarely focused on the way simulated contexts are constructed collaboratively. This study sheds light on how structuring role-play and fostering social interactions may prove fruitful for designing simulator training. The article reports on a qualitative study of nautical students training in a ship simulator. The…
Descriptors: Marine Education, Navigation, Professional Training, Social Environment
Wang, Shwu-huey – British Journal of Educational Technology, 2012
In order to understand (1) what kind of students can be facilitated through the help of three-dimensional virtual learning environment (3D VLE), and (2) the relationship between a conventional test (ie, paper and pencil test) and the 3D VLE used in this study, the study designs a 3D virtual supermarket (3DVS) to help students transform their role…
Descriptors: Marketing, Business Administration Education, Vignettes, Training Methods
Chen, Zhi-Hong; Chou, Chih-Yueh; Biswas, Gautam; Chan, Tak-Wai – British Journal of Educational Technology, 2012
Although competition is regarded as a powerful motivator in game-based learning, it might have a negative influence, such as damage to confidence, on students who lose the competition. In this paper, we propose an indirect approach, substitutive competition, to alleviate such negative influences. The approach is used to develop a My-Pet v3 system,…
Descriptors: Competition, Chinese, Negative Attitudes, Educational Experiments
Bringula, Rex P.; Basa, Roselle S.; Dela Cruz, Cecilio; Rodrigo, Ma. Mercedes T. – Journal of Educational Computing Research, 2016
This study attempted to determine the influence of prior knowledge in mathematics of students on learner-interface interactions in a learning-by-teaching intelligent tutoring system. One hundred thirty-nine high school students answered a pretest (i.e., the prior knowledge in mathematics) and a posttest. In between the pretest and posttest, they…
Descriptors: Mathematics, Tutoring, Mathematics Instruction, Foreign Countries
Esteves, Micaela; Fonseca, Benjamim; Morgado, Leonel; Martins, Paulo – British Journal of Educational Technology, 2011
The emergence of new technologies such as three-dimensional virtual worlds brings new opportunities for teaching and learning. We conducted an action research approach to the analysis of how teaching and learning of computer programming at the university level could be developed within the Second Life virtual world. Results support the notion that…
Descriptors: Action Research, Computer Assisted Instruction, Programming, Barriers