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Iqbal A. Rizki; Nadi Suprapto; Hanandita V. Saphira; Yusril Alfarizy; Riski Ramadani; Aulia Dwi Saputri; Dewi Suryani – Journal of Pedagogical Research, 2024
Low levels of critical thinking skills and learning motivation, particularly in physics learning, pose significant challenges that must be promptly addressed to ensure students' future success. To tackle this issue, the present study endeavors to develop a Cooperative Model, Digital Game, and Augmented Reality (CAP)-based learning, which is both…
Descriptors: Foreign Countries, High School Students, Physics, Game Based Learning
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Mariusz Kruk – Second Language Learning and Teaching, 2021
This book focuses on the dynamic relationships among individual difference (ID) variables (i.e., willingness to communicate, motivation, language anxiety and boredom) in learning English as a foreign language in the virtual world Second Life. The theoretical part provides an overview of selected issues related to the four ID factors in question…
Descriptors: English (Second Language), Second Language Learning, Electronic Learning, Computer Simulation
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Fatih, Ymran; Kumalija, Elhard James; Sun, Yi – International Association for Development of the Information Society, 2018
Engagement and motivation are ones of the main factors that impact the student performance during a learning process. The reason why, introducing Gamification in learning aims to improve the learning process, by making use of the motivating effects of digital game elements and techniques. However, summarizing Gamification into a set of technical…
Descriptors: Electronic Learning, Educational Games, History Instruction, Simulated Environment
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Chen, Hsiu-Ling; Liao, Yen-Chun – Journal of Educational Computing Research, 2022
Digital learning has become an inevitable trend with many benefits for students' learning performance and motivation. However, Virtual Reality, a pervasive mode of digital learning nowadays, has incurred ambivalence among teachers over the years due to its high cost and other technical concerns. Panoramic image VR (PIVR) is a cost-efficient…
Descriptors: Computer Simulation, Simulated Environment, Work Environment, Vocational High Schools
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Huang, Hsiu-Mei; Liaw, Shu-Sheng – International Review of Research in Open and Distributed Learning, 2018
Within a constructivist paradigm, the virtual reality technology focuses on the learner's actively interactive learning processes and attempts to reduce the gap between the learner's knowledge and a real-life experience. Recently, virtual reality technologies have been developed for a wide range of applications in education, but further research…
Descriptors: Computer Simulation, Information Systems, Technology Uses in Education, Intention
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Hsu, Wen-Chun; Shih, Ju-Ling – International Journal of Distance Education Technologies, 2016
In this study, to learn the routine of Tantui, a branch of martial arts was taken as an object of research. Fitts' stages of motor learning and augmented reality (AR) were applied to a 3D mobile-assisted learning system for martial arts, which was characterized by free viewing angles. With the new system, learners could rotate the viewing angle of…
Descriptors: Computer Simulation, Simulated Environment, Electronic Learning, Physical Activities
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Mariais, Christelle; Michau, Florence; Pernin, Jean-Philippe – Simulation & Gaming, 2012
To strengthen the motivation of learners, the professional training sector is focusing more and more on game-based learning. In this context, the authors have become interested in the design of Learning Role-Play Game (LRPG) scenarios. The aim of this article is to improve the designers' confidence in the validity of the game-based learning…
Descriptors: Professional Training, Educational Technology, Methods, Models
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Tao, Yu-Hui; Yeh, C. Rosa; Hung, Kung Chin – Computers & Education, 2012
Previous studies on business simulation games (BSGs) have concluded that improved performance may not be the primary benefit of using BSGs, due to mixed results between student performance and perceptions. Two relevant and insightful issues attract our attention, namely, the impacts of the heterogeneous student population and the different…
Descriptors: Academic Achievement, Student Characteristics, Learning Motivation, Regression (Statistics)
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Frank, Anders – Simulation & Gaming, 2012
A risk associated with the use of games in training and education is that players "game the game," instead of focusing on their learning goals. The term "gamer mode" is proposed to describe this attitude. A player with a gamer-mode attitude strives to achieve goals that are optimal for winning the game, but suboptimal with…
Descriptors: Foreign Countries, Student Attitudes, Educational Objectives, War
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Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2013
For the thirty-sixth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Anaheim, California. The Proceedings of AECT's Convention are published in two…
Descriptors: Educational Technology, Ethnicity, Educational Games, Specialists
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers