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Showing 1 to 15 of 28 results Save | Export
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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
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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
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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
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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
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van Schaik, P.; Martin, S.; Vallance, M. – Journal of Computer Assisted Learning, 2012
In contexts other than immersive virtual environments, theoretical and empirical work has identified flow experience as a major factor in learning and human-computer interaction. Flow is defined as a "holistic sensation that people feel when they act with total involvement". We applied the concept of flow to modeling the experience of…
Descriptors: Structural Equation Models, Interaction, Problem Solving, Psychometrics
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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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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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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
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Hall, L. O.; Soderstrom, T.; Ahlqvist, J.; Nilsson, T. – Journal of Computer Assisted Learning, 2011
This article is about collaborative learning with educational computer-assisted simulation (ECAS) in health care education. Previous research on training with a radiological virtual reality simulator has indicated positive effects on learning when compared to a more conventional alternative. Drawing upon the field of Computer-Supported…
Descriptors: Feedback (Response), Computer Simulation, Allied Health Occupations Education, Achievement Tests
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Ncube, Lisa B. – Simulation & Gaming, 2010
This article discusses the functions and effectiveness of games and simulations in the learning processes, in particular as an experiential learning methodology. The application of the game Lemonade Tycoon in the development of lean manufacturing concepts is described. This article addresses the use of the game to teach the principles of lean…
Descriptors: Experiential Learning, Cooperative Learning, Learning Processes, Teaching Methods
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Cole, Anne; Berge, Zane L. – Journal of Educational Technology, 2009
Corporate training professionals led the explosion of e-learning solutions in the 1990s. Yet in 2008, as new generations of technology-savvy, computer games-oriented employees are entering the workforce, corporate training departments are far behind universities in exploring the use of virtual worlds like Second Life or Protosphere as platforms…
Descriptors: Corporate Education, Training, Electronic Learning, Computer Assisted Instruction
Ioannidou, Andri; Repenning, Alexander – Online Submission, 2010
The comprehension of interdependent complex systems, which is part of state and national standards, is an enormous challenge for learners. In traditional physiology teaching materials, which structure the human body into decoupled subsystems (e.g., respiratory and cardiovascular) isolated in separate chapters, there is a ubiquitous absence of…
Descriptors: Physiology, Human Body, Science Instruction, Science Education
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Andreas, Konstantinidis; Tsiatsos, Thrasyvoulos; Terzidou, Theodouli; Pomportsis, Andreas – Computers & Education, 2010
In this paper we examine the transferability of the Jigsaw and Fishbowl collaborative learning techniques to the Second Life platform. Our aim is to assess the applicability of Second Life for collaborative learning by developing virtual tools and metaphors and exploiting the representational richness of this novel medium. In order to enhance the…
Descriptors: Computer Mediated Communication, Teaching Methods, Cooperative Learning, Figurative Language
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Dalgarno, Barney; Lee, Mark J. W. – British Journal of Educational Technology, 2010
This article explores the potential learning benefits of three-dimensional (3-D) virtual learning environments (VLEs). Drawing on published research spanning two decades, it identifies a set of unique characteristics of 3-D VLEs, which includes aspects of their representational fidelity and aspects of the learner-computer interactivity they…
Descriptors: Experiential Learning, Knowledge Representation, Virtual Classrooms, Educational Research
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Drake-Bridges, Erin; Strelzoff, Andrew; Sulbaran, Tulio – Marketing Education Review, 2011
This paper explores the use of simulations in virtual reality to teach students the fundamental processes behind retailing and product development. The project described involved one class of students who developed their own clothing lines of "virtual merchandise." A second class of students then "purchased" the wholesale…
Descriptors: Retailing, Clothing, Cooperative Learning, Student Projects
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