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Yükseltürk, Erman; Altiok, Serhat; Baser, Zeynep – Educational Technology & Society, 2018
The present study investigates the effects of game-based language learning with Kinect technology on students' self-efficacy beliefs and attitudes toward English. The study was conducted at a state university located in Central Turkey. Foreign language education is promoted in Turkey, yet because of several factors, among which weekly hours of…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Educational Games
Kuo-Hung, Chao; Kuo-En, Chang; Chung-Hsien, Lan; Kinshuk; Yao-Ting, Sung – Educational Technology & Society, 2016
This study was aimed at exploring how to use augmented reality (AR) technology to enhance the effect of performance assessment (PA). A mobile AR performance assessment system (MARPAS) was developed by integrating AR technology to reduce the limitations in observation and assessment during PA. This system includes three modules: Authentication, AR…
Descriptors: Educational Technology, Technology Uses in Education, Performance Based Assessment, Simulated Environment
Laine, Teemu H.; Sedano, Carolina Islas – Educational Technology & Society, 2015
Pervasive worlds are computing environments where a virtual world converges with the physical world through context-aware technologies such as sensors. In pervasive worlds, technology is distributed among entities that may be distributed geographically. We explore the concept, possibilities, and challenges of distributed pervasive worlds in a case…
Descriptors: Games, Physical Activities, Information Technology, Design
Liou, Hsin-Hun; Yang, Stephen J. H.; Chen, Sherry Y.; Tarng, Wernhuar – Educational Technology & Society, 2017
Virtual reality (VR) learning environments can provide students with concepts of the simulated phenomena, but users are not allowed to interact with real elements. Conversely, augmented reality (AR) learning environments blend real-world environments so AR could enhance the effects of computer simulation and promote students' realistic experience.…
Descriptors: Educational Technology, Technology Uses in Education, Simulated Environment, Teaching Methods
Tao, Yu-Hui; Yeh, C. Rosa; Hung, Kung Chin – Educational Technology & Society, 2015
Several theoretical models have been constructed to determine the effects of buisness simulation games (BSGs) on learning performance. Although these models agree on the concept of learning-cycle effect, no empirical evidence supports the claim that the use of learning cycle activities with BSGs produces an effect on incremental gains in knowledge…
Descriptors: Educational Games, Simulated Environment, Statistical Analysis, Skill Development
Chen, Gwo-Dong; Lee, Jih-Hsien; Wang, Chin-Yeh; Chao, Po-Yao; Li, Liang-Yi; Lee, Tzung-Yi – Educational Technology & Society, 2012
Animated pedagogical agents with characteristics such as facial expressions, gestures, and human emotions, under an interactive user interface are attractive to students and have high potential to promote students' learning. This study proposes a convenient method to add an embodied empathic avatar into a computer-aided learning program; learners…
Descriptors: Computer Assisted Instruction, Empathy, Nonverbal Communication, Reading
Keskitalo, Tuulikki; Pyykko, Elli; Ruokamo, Heli – Educational Technology & Society, 2011
This study reports a case study in which a pedagogical model, namely the Global Virtual Education (GloVEd) model, which is based on the teaching-studying-learning process (TSL process) and the characteristics of meaningful learning, is developed and used to evaluate students' meaningful learning experiences during the Global Virtual Collaboration…
Descriptors: Foreign Countries, Learning Strategies, Models, Course Evaluation

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