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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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Rieber, Lloyd P.; Noah, David – Educational Media International, 2008
The purpose of this study was to investigate the influence of game-like activities on adult learning during a computer-based simulation. This research also studied the use of visual metaphors as graphic organizers to help make the underlying science principles explicit without interfering with the interactive nature of the simulation. A total of…
Descriptors: Computer Simulation, Figurative Language, Adult Learning, Computers
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O'Toole, John; Dunn, Julie – Journal of Aesthetic Education, 2008
This article reports the findings of a research project that saw researchers from interaction design and drama education come together with a group of eleven and twelve year olds to investigate the current and future complementarity of computers and live classroom drama. The project was part of a pilot feasibility study commissioned by the…
Descriptors: Dramatics, Computer Uses in Education, Elementary School Students, Student Attitudes
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de Freitas, Sara; Griffiths, Mark – Learning, Media and Technology, 2008
Nowhere in the current digital technology landscape is the process of "blurring the lines between media" more apparent than with the uses and applications of gaming practices and technologies. Here the overlaps between new media and media interfaces are becoming significant as games technologies and practices are becoming more pervasive as…
Descriptors: Educational Practices, Educational Technology, Internet, Computers
Ausburn, Lynna J.; Martens, Jon; Dotterer, Gary; Calhoun, Pat – Journal of Educational Technology, 2009
This paper presents a review of literature that introduces major concepts and issues in using avatars and pedagogical agents in first- and second-person virtual environments (VEs) for learning online. In these VEs, avatars and pedagogical agents represent self and other learners/participants or serve as personal learning "guides". The…
Descriptors: Literature Reviews, Computer Simulation, Virtual Classrooms, Computer Graphics
Ramaswami, Rama – Campus Technology, 2009
Educators know that people learn best by doing. When students are doing something rather than reading or learning about it, they learn better. Immersive environments help students retain more information and speed up their learning. There's an enhancement in the way they learn. Immersive environments--which utilize technologies like simulations,…
Descriptors: Computer Simulation, Teaching Methods, Experiential Learning, Colleges
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Moizer, Jonathan; Lean, Jonathan; Towler, Michael; Abbey, Caroline – Active Learning in Higher Education, 2009
Based on a categorization of simulation and gaming barriers developed in a previous study, this work seeks to explore in greater depth the composition and nature of these obstacles. It examines the interrelationships between the barriers and the impact of other contextual factors in the pedagogic environment. A series of in-depth interviews were…
Descriptors: Higher Education, Informal Education, Information Sources, Teaching Methods
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Hsu, Enrico – Simulation and Games, 1989
Discusses the role of management games in management education. Topics discussed include role playing; computer simulation; computer games; elements of management game effectiveness; Bloom's taxonomy of learning objectives; models of the learning process; group interaction; experiential learning; and research studies on the effectiveness of…
Descriptors: Administrator Education, Computer Games, Computer Simulation, Educational Games
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Mitchell, Rebecca – Journal of Computers in Mathematics and Science Teaching, 2011
This paper reports on findings from a five-teacher, exploratory case study, critically observing their implementation of a technology-intensive, augmented reality (AR) mathematics curriculum unit, along with its paper-based control. The unit itself was intended to promote multiple proportional-reasoning strategies with urban, public, middle school…
Descriptors: Mathematics Curriculum, Curriculum Development, Middle School Teachers, Middle School Students
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Thavikulwat, Precha – Simulation and Games, 1988
Discussion of educational games that can be configured to accommodate changes in the structure of the game focuses on MANAGEMENT 500, a microcomputer-controlled prototype business simulation game. Three modes of learning that can be emphasized through a configurable simulation game are explained: learning by discovery, by perseverance, and by…
Descriptors: Business, Competition, Computer Simulation, Discovery Learning
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Falloon, Garry – British Journal of Educational Technology, 2010
This paper explores and discusses arguments for the use of virtual environments and interactive avatars in supporting the achievement of student learning goals within conventional educational contexts. It describes and evaluates arguments promoted by some authors (eg, van den Brekel, 2007; Deuchar & Nodder, 2003; Dickey, 2003; Facer, 2004; de…
Descriptors: Curriculum Development, Community Programs, Foreign Countries, Thinking Skills
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Foster, Aroutis – Journal of Interactive Learning Research, 2008
Game-based learning and designing has become a hot topic in educational technology. It is believed that video gaming is one way to get students engaged in learning complex and ill-structured material, holistic learning, and preparing learners for 21st century jobs. However, beyond engagement, games may also be used for learning and developing…
Descriptors: Educational Games, Science Interests, Learning Motivation, Educational Technology
Ash, Katie – Education Week, 2009
To build on classroom experiments and lectures, Daniel Sweeney has his 9th grade earth science students act out scientific concepts on a 15-by-15-foot mat on the floor of the room. Object-tracking cameras mounted on scaffolding around the space collect data based on the students' movements while immersing them in the experience through a video…
Descriptors: Academic Achievement, Earth Science, Scientific Concepts, Grade 9
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Hsiao, Kuei-Fang; Chen, Nian-Shing; Huang, Shih-Yu – Interactive Learning Environments, 2012
Because of a shortage of physical exercise, concerns about adolescents have recently been raised in Taiwan. In educational environments where student exercise has been limited by scheduling constraints and the lack of physical exercise has become a vital problem, "learning while exercising" may be part of a possible solution. This study…
Descriptors: Foreign Countries, Exercise, Science Achievement, Computer Assisted Instruction
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Mergen, A. Erhan; Pray, Thomas F. – Simulation & Gaming, 1992
Reviews the development and the principal elements of total quality management (TQM) and demonstrates methods for introducing some of the key elements into a strategy-oriented business simulation game that can be used to teach future managers. Topics discussed include increased focus on the customer; continuous improvement; and competitive…
Descriptors: Administrator Education, Algorithms, Computer Games, Computer Simulation
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