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Nelson, Brian C.; Erlandson, Benjamin; Denham, Andre – British Journal of Educational Technology, 2011
In this paper, we take a designer's look at how the activities and data of learning and assessment can be structured in immersive virtual game environments called Massively Multi-Player Online Games (MMOG). In doing so, we examine the channels of evidence through which learning and assessment activities are derived in MMOGs, offering examples of…
Descriptors: Evidence, Data, Learning Activities, Educational Assessment
Fields, Deborah A.; Kafai, Yasmin B. – International Journal of Computer-Supported Collaborative Learning, 2009
Prior studies have shown how knowledge diffusion occurs in classrooms and structured small groups around assigned tasks yet have not begun to account for widespread knowledge sharing in more native, unstructured group settings found in online games and virtual worlds. In this paper, we describe and analyze how an insider gaming practice spread…
Descriptors: Games, Preadolescents, Research Methodology, Youth Clubs
Jones, Greg; Warren, Scott – Innovate: Journal of Online Education, 2009
Using video games, virtual simulations, and other digital spaces for learning can be a time-consuming process; aside from technical issues that may absorb class time, students take longer to achieve gains in learning in virtual environments. Greg Jones and Scott Warren describe how intelligent agents, in-game characters that respond to the context…
Descriptors: Video Games, Online Courses, Artificial Intelligence, Virtual Classrooms
Steinkuehler, Constance – Educational Technology, 2008
For those with a vested interest in online technologies for learning, the knowledge and skills that constitute successful participation in massively multiplayer online games (MMOs) places these games squarely among the most promising new digital technologies to date. In this article, the author broadly outlines the qualitative results of a two and…
Descriptors: Ethnography, Educational Technology, Games, Computers
Edirisingha, Palitha; Nie, Ming; Pluciennik, Mark; Young, Ruth – British Journal of Educational Technology, 2009
This paper reports findings of a pilot study that examined the pedagogical potential of "Second Life" (SL), a popular three-dimensional multi-user virtual environment (3-D MUVE) developed by the Linden Lab. The study is part of a 1-year research and development project titled "Modelling of Secondlife Environments"…
Descriptors: Research and Development, Learning Activities, Socialization, Foreign Countries
Willis, Jerry; Kuchinskas, Gloria – Computers, Reading and Language Arts, 1983
Discusses the theoretical foundations, history, and advantages of educational simulations. Describes two computer simulation programs. (FL)
Descriptors: Computer Assisted Instruction, Computer Simulation, Computers, Educational Games
Peer reviewedArcher, J. Andrew – Mathematics Teacher, 1976
The game of roulette is analyzed. (SD)
Descriptors: Computers, Games, Instruction, Learning Activities
Schafer, Robert G. – AHA Newsletter, 1976
The paper discusses how computer assisted instruction can increase student interest and participation in history courses on the college level. An instructor might make use of a computer as an ancillary data bank system, a device for examining student understanding of course material, and a means of creating simulation and other educational games.…
Descriptors: Class Activities, Computer Assisted Instruction, Computers, Educational Games
Patton, Jan; Murray, Darlena – 1991
This document consists of a curriculum guide combined with separately published "Simulations" and "Test Bank" volumes designed to support instructors using the curriculum guide. The curriculum guide for "business computer applications I" provides office education instructors with detailed units of instruction…
Descriptors: Behavioral Objectives, Computer Assisted Instruction, Computer Assisted Testing, Computer Graphics
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

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