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Corder, Deborah; U-Mackey, Alice – Intercultural Education, 2015
With increasing cultural diversity as a result of globalization, intercultural competence (IC) to interact and co-exist in multicultural environments is recognized as being very important. Research indicates that cultural knowledge alone, or even being immersed in a different cultural environment does not necessarily lead to the development of IC…
Descriptors: Cultural Awareness, Teaching Methods, Intercultural Communication, Self Concept
Lee, Young-Jin – Journal of Computers in Mathematics and Science Teaching, 2015
The aims of this study are: (1) to develop iPad-based computer simulations called iSimPhysics that can help people learn Newtonian physics concepts; and (2) to assess its educational benefits and pedagogical usefulness. To facilitate learning, iSimPhysics visualizes abstract physics concepts, and allows for conducting a series of computer…
Descriptors: Physics, Science Instruction, Handheld Devices, Educational Technology
Denholm, John A.; Protopsaltis, Aristidis; de Freitas, Sara – International Journal of Game-Based Learning, 2013
This paper reports on a conducted study, measuring the perceptions of post-graduate students on the effectiveness of serious games in the classroom. Four games were used (Project Management Exercise, "Winning Margin" Business Simulation, Management of Change and Management of Product Design and Development) with scenarios ranging from…
Descriptors: Computer Simulation, Computer Games, Educational Games, Teamwork
Killham, Jennifer E.; Saligman, Adam; Jette, Kelli – International Journal of Game-Based Learning, 2016
This classroom-based action research study investigated the creative implementation of fluency instruction for English as a Foreign Language (EFL) learners through the use of a virtual character-playing simulation called Place Out of Time (POOT). The researchers sought to identify what supported and impeded student participation in this game-based…
Descriptors: Teaching Methods, Action Research, Language Fluency, English (Second Language)
Friess, Daniel A.; Oliver, Grahame J. H.; Quak, Michelle S. Y.; Lau, Annie Y. A. – Journal of Geography in Higher Education, 2016
The "field trip" is a key pedagogical tool within geographical education to encourage deep learning, though they are increasingly difficult to implement due to reduced budgets, safety concerns and increasing class sizes. We incorporated three field-learning activities into a large introductory module. A traditional staff-led trip was the…
Descriptors: Geography Instruction, Teaching Methods, Learning Activities, Video Technology
Liu, Tsung-Yu – Interactive Learning Environments, 2016
This study investigates how educational games impact on students' academic performance and multimedia flow experiences in a computer science course. A curriculum consists of five basic learning units, that is, the stack, queue, sort, tree traversal, and binary search tree, was conducted for 110 university students during one semester. Two groups…
Descriptors: Educational Games, Computer Simulation, Computer Software, Computer Science Education
Woods, Terri L.; Reed, Sarah; Hsi, Sherry; Woods, John A.; Woods, Michael R. – Journal of Geoscience Education, 2016
Spatial thinking is often challenging for introductory geology students. A pilot study using the Augmented Reality sandbox (AR sandbox) suggests it can be a powerful tool for bridging the gap between two-dimensional (2D) representations and real landscapes, as well as enhancing the spatial thinking and modeling abilities of students. The AR…
Descriptors: Undergraduate Students, Computer Simulation, Pilot Projects, Teaching Methods
Hsiao, Indy Y. T.; Lan, Yu-Ju; Kao, Chia-Ling; Li, Ping – Educational Technology & Society, 2017
Language learning occurring in authentic contexts has been shown to be more effective. Virtual worlds provide simulated contexts that have the necessary elements of authentic contexts for language learning, and as a result, many studies have adopted virtual worlds as a useful platform for language learning. However, few studies so far have…
Descriptors: Computer Simulation, Computer Assisted Instruction, Second Language Learning, Second Language Instruction
Davis, Robert; Antonenko, Pavlo – Journal of Interactive Learning Research, 2017
Pedagogical agents (PAs) are lifelike characters in virtual environments that help facilitate learning through social interactions and the virtual real relationships with the learners. This study explored whether and how PA gesture design impacts learning and agent social acceptance when used with elementary students learning foreign language…
Descriptors: Elementary School Students, Second Language Learning, Second Language Instruction, Multiple Regression Analysis
Wen, Yun, Ed.; Wu, Yi-ju, Ed.; Qi, Grace, Ed.; Guo, Siao-Cing, Ed.; Spector, J. Michael, Ed.; Chelliah, Shobhana, Ed.; Kinshuk, Ed.; Lan, Yu-Ju, Ed. – Lecture Notes in Educational Technology, 2021
This book uncovers the important issues in language learning and teaching in the intelligent, digital era. "Social connectivity" is a contemporary style of learning and living. By engaging in the connectivity of physical and digital worlds, how essential parts of language learning and teaching can be achieved? How can the advanced…
Descriptors: Second Language Learning, Second Language Instruction, Teaching Methods, Information Technology
Dogmus, Zeynep; Erdem, Esra; Patogulu, Volkan – IEEE Transactions on Education, 2015
This paper presents ReAct!, an interactive educational tool for artificial intelligence (AI) planning for robotics. ReAct! enables students to describe robots' actions and change in dynamic domains without first having to know about the syntactic and semantic details of the underlying formalism, and to solve planning problems using…
Descriptors: Robotics, Artificial Intelligence, Instructional Effectiveness, Outcomes of Education
D' Alba, Adriana; Jones, Greg; Wright, Robert – Journal of Educational Multimedia and Hypermedia, 2015
This paper discusses a study conducted in the fall of 2011 and the spring of 2012 which explored the use of existing 3D virtual environment technologies by bringing a selected permanent museum exhibit displayed at a museum located in central Mexico into an online 3Dimensional experience. Using mixed methods, the research study analyzed knowledge…
Descriptors: Comparative Analysis, Museums, Computer Simulation, Simulated Environment
Asif, Nimira; Vertejee, Samina; Lalani, Sharifa – Journal of Education and Training Studies, 2015
In the Post RN BScN curriculum, one of the courses "Professional Development and Leadership (PDLM)" was offered as blended mode for the first time. In order to explore the students' interactions and Cognitive Engagement (CE) in Online Discussion Forums (ODFs), the research team conducted a retrospective study for the first time at a…
Descriptors: Learner Engagement, Nursing Education, Computer Mediated Communication, Foreign Countries
Williams, Dina – Industry and Higher Education, 2015
The purpose of this study was to bridge a gap in our understanding of the role business simulation games can play in the development of entrepreneurial capabilities in undergraduate students. While entrepreneurship education has come a long way from being a branch of business and management studies, to its current status as a core discipline in…
Descriptors: Computer Games, Educational Games, Computer Simulation, Entrepreneurship
Chang Rundgren, Shu-Nu; Nyberg, Lars; Evers, Mariele; Alexandersson, Jan – Asia-Pacific Forum on Science Learning and Teaching, 2015
Numerous of sustainable development related challenges are emerging today, e.g. flooding problems. Our group has developed "the flood walk" project since 2010 to convey flood risk knowledge in an authentic context. Considering the limitation of time and space to educate people the flood risk knowledge, we tried to transform the physical…
Descriptors: Risk, Natural Disasters, Sustainable Development, Field Trips

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