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Pence, Harry E. – Journal of Educational Technology Systems, 2011
The media environment is currently being dramatically changed by social networking, mobile computing, augmented reality, and transmedia. Of these four, transmedia is probably the least familiar to most educators. Transmedia enhances a central story idea with a variety of media components that provide additional information, give increased…
Descriptors: Foreign Countries, Internet, Web Sites, Instructional Innovation
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de Freitas, Sara; Neumann, Tim – Computers & Education, 2009
User interfaces are becoming more intuitive following the requirements of the individual learner and reinforcing the drive towards more personalised learning and greater learner autonomy. There are clearly a new set of challenges emerging for teaching practitioners that will have implications upon not just what is learned but importantly upon…
Descriptors: Experiential Learning, Discovery Learning, Virtual Classrooms, Professional Development
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Lin, Lin; Zhang, Tao – Journal of Technology and Teacher Education, 2011
This study investigated pre-service teachers' experience, motivation, passion, effort, and perspectives in playing exergames in the classroom using the self-determination theory as the main theoretical framework. One hundred forty preservice teachers participated in the study. A mixed method was used. Data included pre-survey and post-survey…
Descriptors: Preservice Teachers, Student Motivation, Self Determination, Physical Activities
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Cleland, Deborah; Dray, Anne; Perez, Pascal; Cruz-Trinidad, Annabelle; Geronimo, Rollan – Simulation & Gaming, 2012
REEFGAME is a computer-assisted role-playing game that explores the interactions among management strategies, livelihood options, and ecological degradation in subsistence fishing communities. The tool has been successfully used in the Philippines and a variety of student workshops. In the field, REEFGAME operated as a two-way learning tool,…
Descriptors: Foreign Countries, Marine Biology, Marine Education, Sustainable Development
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Teoh, Jase – Journal of Educational Technology Systems, 2012
An in-depth qualitative study with nine secondary pre-service teachers from an undergraduate "Language and Literacy" class was conducted to examine the potential of simulation using Second Life (SL) in teacher education. Games and simulations were operationally defined in the broadest sense to distinguish key characteristics between…
Descriptors: Computer Uses in Education, Computer Simulation, Simulated Environment, Role Playing
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Parker, Lyn – Program: Electronic Library and Information Systems, 2008
Purpose: The purpose of this paper is to give a brief introduction to Second Life, and to provide an outline of how one academic librarian has got involved with using it and reviews the issues that have arisen from a library perspective. Design/methodology/approach: The paper offers a reflection on whether library activities in Second Life are…
Descriptors: Computer Simulation, Virtual Classrooms, Computer Uses in Education, Academic Libraries
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Nachimuthu, K.; Vijayakumari, G. – Journal of Educational Technology, 2009
Virtual Reality (VR) is a creation of virtual 3D world in which one can feel and sense the world as if it is real. It is allowing engineers to design machines and Educationists to design AV [audiovisual] equipment in real time but in 3-dimensional hologram as if the actual material is being made and worked upon. VR allows a least-cost (energy…
Descriptors: Computer Simulation, Simulated Environment, Electronic Learning, Teaching Methods
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Lindgren, Robb; Schwartz, Daniel L. – International Journal of Science Education, 2009
Interactive simulations are entering mainstream science education. Their effects on cognition and learning are often framed by the legacy of information processing, which emphasized amodal problem solving and conceptual organization. In contrast, this paper reviews simulations from the vantage of research on perception and spatial learning,…
Descriptors: Information Processing, Spatial Ability, Computer Simulation, Science Instruction
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Jones, Allan; Bissell, Christopher – Research in Learning Technology, 2011
A major strand of science and technology studies in recent decades has related to the social construction of technology (SCOT) movement, whose adherents maintain that technological systems are determined just as much by social forces as by technological ones. Taking this SCOT notion as a starting point, and putting a focus on the user, this paper…
Descriptors: Foreign Countries, Constructivism (Learning), Computer Software, Educational Technology
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Bell, David – British Journal of Educational Technology, 2009
There is currently widespread interest in exploring the opportunities to develop learning that can be delivered in three-dimensional multiuser virtual environments (3-D MUVEs). In this paper, I argue for the need to conduct research into the emerging cultures of use in 3-D MUVEs, focussing on the example of Second Life. Drawing on social and…
Descriptors: Social Systems, Educational Research, Research Needs, Cultural Context
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Bers, Marina; Chau, Clement – Journal of Computing in Higher Education, 2010
This paper presents a pre-orientation program for incoming college students, Active Citizenship through Technology (ACT), that engaged students in civic dialogue early in their academic experience while fostering a long-term peer support network. It leveraged youth's interest in Internet technologies to engage them in civic discussions and…
Descriptors: Citizenship, Educational Technology, Virtual Classrooms, College Freshmen
McLellan, Hilary, Ed. – Educational Technology, 2008
Stories offer a powerful framework for engagement, reflection, and other important skills that young people need to learn. As digital media have expanded, so have the possibilities for creating stories. Here, several examples of those new possibilities are examined, examples that highlight student-produced online broadcasting initiatives,…
Descriptors: Web Sites, Story Telling, Computer Simulation, Computer Uses in Education
Ausburn, Floyd B.; Ausburn, Lynna J. – Techniques: Connecting Education and Careers (J3), 2008
Students in career and technical education (CTE) programs have many environments they need to discover, explore, and understand. For CTE teachers, transporting their students to these environments can be difficult, dangerous, or even impossible. However, there is now a way to take students on location anywhere without leaving the classroom.…
Descriptors: Computer Simulation, Vocational Education Teachers, Field Trips, Computer Uses in Education
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Koschmann, Timothy; Zemel, Alan – Journal of the Learning Sciences, 2009
The current article represents a methodological proposal. It seeks to address the question of how one might recognize a discovery as a discovery without knowing in advance what is available to be discovered. We propose a solution and demonstrate it using data from a study previously reported by J. Roschelle (1992). Roschelle investigated 2…
Descriptors: Computer Uses in Education, Mechanics (Physics), Scientific Principles, Computer Simulation
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Childs, Mark – Educational Research, 2010
Background: Immersive virtual worlds are one of a range of different platforms that can be grouped under the concept of mediated environments, i.e. environments that create a metaphorical space in which participants can position themselves and be embodied. Synthesising the literatures concerning the various mediated environment technologies…
Descriptors: Computer Mediated Communication, Classification, Communities of Practice, Constructivism (Learning)
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