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Finnah Fourqoniah; Muhammad Fikry Aransyah; Lilia Pasca Riani – Electronic Journal of e-Learning, 2025
The rapidly evolving field of digital entrepreneurial education has been significantly shaped by advancements in technologies such as augmented reality (AR), virtual reality (VR), and artificial intelligence (AI). While these technologies have opened new possibilities for entrepreneurial learning, much of the existing research is fragmented,…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
Delfi Eliza; Trisna Mulyeni; Yulsyofriend; Nenny Mahyuddin; Yeni Erita; Muhammad Dhanil – Journal of Baltic Science Education, 2025
Improving scientific literacy is crucial for early childhood development, yet limited studies necessitate a thorough analysis to identify effective solutions. This study aims to analyze the implementation of project-based learning in early childhood education to improve scientific literacy. The study followed the identification, screening,…
Descriptors: Scientific Literacy, Early Childhood Education, Active Learning, Student Projects
Seman, Laio Oriel; Hausmann, Romeu; Bezerra, Eduardo Augusto – IEEE Transactions on Education, 2018
Contribution: This paper presents the "PBL classroom model," an agent-based simulation (ABS) that allows testing of several scenarios of a project-based learning (PBL) application by considering different levels of soft-skills, and students' perception of the methodology. Background: While the community has made great advances in…
Descriptors: Active Learning, Student Projects, Vignettes, Classroom Environment
Federley, Maija; Sorsa, Timo; Paavilainen, Janne; Boissonnier, Kimo; Seisto, Anu – International Association for Development of the Information Society, 2014
This position paper presents the first results of an on-going project, in which we explore rapid prototyping method to efficiently produce digital learning solutions that are commercially viable. In this first phase, rapid game prototyping and an iterative approach was tested as a quick and efficient way to create learning games and to evaluate…
Descriptors: Models, Telecommunications, Educational Games, Simulated Environment
Takala, Tuukka M.; Malmi, Lauri; Pugliese, Roberto; Takala, Tapio – Informatics in Education, 2016
In this paper we present our experiences of teaching an annually organized virtual reality (VR) capstone course. We review three iterations of the course, during which a total of 45 students completed the course and 16 VR applications were implemented. Our comparative analysis describes the students' evaluation of the course, the applications…
Descriptors: Curriculum, Simulated Environment, Computer Simulation, Educational Technology
Cochrane, Thomas Donald; Cook, Stuart; Aiello, Stephen; Christie, Duncan; Sinfield, David; Steagall, Marcus; Aguayo, Claudio – Australasian Journal of Educational Technology, 2017
This paper proposes a design based research (DBR) framework for designing mobile virtual reality learning environments. The application of the framework is illustrated by two design-based research projects that aim to develop more authentic educational experiences and learner-centred pedagogies in higher education. The projects highlight the first…
Descriptors: Simulated Environment, Telecommunications, Handheld Devices, Educational Technology
Tafazoli, Dara, Ed.; Gomez Parra, M. Elena, Ed.; Huertas-Abril, Cristina A., Ed. – IGI Global, 2018
The ability to effectively communicate with individuals from different linguistic and cultural backgrounds is an invaluable asset. Learning a second language proves useful as students navigate the culturally diverse world; however, studying a second language can be difficult for learners who are not immersed in the real and natural environment of…
Descriptors: Cultural Differences, Cultural Awareness, Culturally Relevant Education, Educational Technology
Fominykh, Mikhail; Prasolova-Forland, Ekaterina – Interactive Technology and Smart Education, 2012
Purpose: Collaborative virtual environments (CVEs) have become increasingly popular in educational settings and the role of 3D content is becoming more and more important. Still, there are many challenges in this area, such as lack of empirical studies that provide design for educational activities in 3D CVEs and lack of norms of how to support…
Descriptors: Foreign Countries, Constructivism (Learning), Educational Technology, Group Activities
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
Minocha, Shailey; Morse, David R. – Interactive Technology and Smart Education, 2010
Purpose: The purpose of this paper is to report on a study into how a three-dimensional (3D) virtual world (Second Life) can facilitate socialisation and team working among students working on a team project at a distance. This models the situation in many commercial sectors where work is increasingly being conducted across time zones and between…
Descriptors: Foreign Countries, Web Sites, Distance Education, Cooperation
Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2014
These proceedings contain the papers of the 11th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2014), October 25-27, 2014, which has been organized by the International Association for Development of the Information Society (IADIS) and endorsed by the Japanese Society for Information and Systems in…
Descriptors: Conference Papers, Teaching Methods, Technological Literacy, Technology Uses in Education

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