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Wallace, Simon; Parsons, Sarah; Bailey, Anthony – Journal of Intellectual & Developmental Disability, 2017
Background: Collaborative virtual environments (CVEs) have the potential to support sociocommunicative interactions for people with autism spectrum disorder (ASD), but little is known about the sense of presence participants feel in CVEs or how CVEs can be used to assess skills. Method: Ten children with ASD and 10 typically developing (TD)…
Descriptors: Autism, Pervasive Developmental Disorders, Interpersonal Relationship, Adolescents
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Bontchev, Boyan; Vassileva, Dessislava – Interactive Technology and Smart Education, 2017
Purpose: This paper aims to clarify how affect-based adaptation can improve implicit recognition of playing style of individuals during game sessions. This study presents the "Rush for Gold" game using dynamic difficulty adjustment of tasks based on both player performance and affectation inferred through electrodermal activity and…
Descriptors: Teaching Methods, Video Games, Educational Technology, Technology Uses in Education
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Ho, Tu-Kuang; Lin, Yu-Tzeng – Journal of Educational Computing Research, 2016
Group identity is a critical component in developing effective classroom management. While there have been numerous studies on group identity, they have primarily focused on its effects on the physical classroom entity. Advances in information technology, however, have enabled the creation of virtual communities, which have become a vital channel…
Descriptors: Group Dynamics, Classroom Techniques, Online Courses, Simulated Environment
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Islas Sedano, Carolina; Leendertz, Verona; Vinni, Mikko; Sutinen, Erkki; Ellis, Suria – Simulation & Gaming, 2013
A Hypercontextualized Game (HCG) is a locally designed game that supports its players in gathering context-specific information and in-depth understanding and knowledge regarding the context of a site. LIEKSAMYST, an exciting mobile application, with which visitors can play various games based on stories, was originally developed for the open-air…
Descriptors: Games, Design, Telecommunications, Handheld Devices
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Bidarra, Jose; Martins, Olimpio – Journal of Research on Technology in Education, 2011
In this paper we present Geodromo, a prototype of an educational multimedia system, part of the Portuguese "Ciencia Viva" (Live Science) educational program, which is aimed at young people and designed with innovative characteristics. The project is based on a robotic multimedia simulator and an online puzzle game aimed at the…
Descriptors: Foreign Countries, Discovery Learning, Geology, Parks
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Loke, Swee-Kin; Blyth, Phil; Swan, Judith – Australasian Journal of Educational Technology, 2012
While the potentials of virtual worlds to support experiential learning in medical education are well documented, assessment of student learning within these environments is relatively scarce and often incongruent. In this article, a conceptual framework is proposed for formatively assessing dispositional behaviours in scenario-based learning…
Descriptors: Foreign Countries, Computer Assisted Instruction, Experiential Learning, Medical Education
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Zhang, Li; Gillies, Marco; Dhaliwal, Kulwant; Gower, Amanda; Robertson, Dale; Crabtree, Barry – International Journal of Artificial Intelligence in Education, 2009
This paper describes a multi-user role-playing environment, referred to as "e-drama", which enables groups of people to converse online, in scenario driven virtual environments. The starting point of this research, is an existing application known as "edrama", a 2D graphical environment in which users are represented by static…
Descriptors: Disabilities, Cartoons, Interpersonal Relationship, Interaction