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Shih, Ju-Ling; Hsu, Yu-Jen – Educational Technology & Society, 2016
This study used the Xbox Kinect and Unity 3D game engine to develop two motion-sensing games in which the participants, in simulated scenarios, could experience activities that are unattainable in real life, become immersed in collaborative activities, and explore the value of adventure education. Adventure Education involves courses that…
Descriptors: Adventure Education, Computer Games, Computer Simulation, Questionnaires
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Li, Kuo-Chen; Chen, Cheng-Ting; Cheng, Shein-Yung; Tsai, Chung-Wei – Universal Journal of Educational Research, 2016
The study uses augmented reality (AR) technology to integrate virtual objects into the real learning environment for language learning. The English AR classroom is constructed using the system prototyping method and evaluated by semi-structured in-depth interviews. According to the flow theory by Csikszenmihalyi in 1975 along with the immersive…
Descriptors: Semi Structured Interviews, Schemata (Cognition), Teaching Methods, Curriculum Design
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Fang, N.; Guo, Y. – Journal of Computer Assisted Learning, 2016
Computer simulation and animation (CSA) has been receiving growing attention and wide application in engineering education in recent years. A new interactive CSA module was developed in the present study to improve student learning of particle kinetics in an undergraduate engineering dynamics course. The unique feature of this CSA module is that…
Descriptors: Computer Simulation, Animation, Academic Achievement, Kinetics
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Hadjistassou, Stella K. – International Journal of Web-Based Learning and Teaching Technologies, 2016
This study investigated the culturally contingent tensions afforded by the implementation of Second Life in transatlantic communications among 13 college-level students at a Southwestern academic institution in the United States and their instructor and an assistant professor and his graduate student at a Greek-speaking academic institution. The…
Descriptors: Cultural Differences, Computer Simulation, College Students, Computer Uses in Education
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Newgarden, Kristi; Zheng, Dongping – ReCALL, 2016
In this study of affordances for second language (L2) learning in World of Warcraft (WoW) group play, we compared three gameplay episodes spanning a semester-long course. Applying multimodal analysis framed by ecological, dialogical and distributed (EDD) views (Zheng and Newgarden, forthcoming), we explored four English as a second language…
Descriptors: Second Language Learning, Second Language Instruction, Computer Simulation, Computer Games
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Magruder, Lewis – Journal on Excellence in College Teaching, 2016
Learning how to transform an empty space into one alive with dramatic possibilities is one of the challenges facing students in several disciplines--for example, graphic design, filmmaking, gaming, architecture, interior design, visual arts, and designing and directing for the theatre. The author, a professor of directing for the theatre,…
Descriptors: Virtual Classrooms, Computer Simulation, Theater Arts, Theaters
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Minervino, Ricardo; Trench, Máximo – Journal of Cognitive Education and Psychology, 2016
Several studies on analogical transfer to algebra word problems have demonstrated that adapting solutions learned from worked examples to nonisomorphic problems of the same type is challenging and that most instructional aids do not alleviate this difficulty. At the same time, various authors have suggested that transfer difficulties sometimes…
Descriptors: Simulation, Computer Simulation, Logical Thinking, Problem Solving
Kyle John Hartung – ProQuest LLC, 2016
Skills associated with collaborative problem solving (CPS), especially in STEM-related disciplines, are increasingly regarded as essential for success in work and life. In the last decade, simulation-based games have emerged as rich environments for the situated learning of such skills, and are instrumental in the study of CPS because they provide…
Descriptors: Internship Programs, Electronic Learning, Group Discussion, Engineering Education
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Douglas B. Clark; Satyugjit Virk; Pratim Sengupta; Corey Brady; Mario Martinez-Garza; Kara Krinks; Stephen S. Killingsworth; John Kinnebrew; Gautam Biswas; Jacqueline Barnes; James Minstrell; Brian C. Nelson; Kent Slack; Cynthia M. D'Angelo – International Journal of Designs for Learning, 2016
We have iteratively designed and researched five digital games focusing on Newtonian dynamics for middle school classrooms during the past seven years. The designs have evolved dramatically in terms of the roles and relationships of the formal representations, phenomenological representations, and control schemes. Phenomenological representations…
Descriptors: Educational Technology, Technology Uses in Education, Video Games, Teaching Methods
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Ambusaidi, Abdullah; Al Musawi, Ali; Al-Balushi, Sulaiman; Al-Balushi, Khadija – Journal of Turkish Science Education, 2018
Laboratories are important environments in science teaching. There is no doubt that the employment of technology in these environments may change the learning of science, especially as the technology has made its way into nearly every aspect of daily life. This study aimed to investigate the impact of using virtual labs on students' achievement…
Descriptors: Foreign Countries, Computer Simulation, Science Laboratories, Learning Experience
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Mystakidis, Stylianos; Berki, Eleni – International Journal of Web-Based Learning and Teaching Technologies, 2018
The University of Patras' Library Services designed and offered to primary and secondary schools the pilot educational program "From the Ancient to the Modern Tablets," featuring immersive multimedia learning experiences about the book history. The pilot program consisted of three stages: a playful library tour, followed by an…
Descriptors: Foreign Countries, Story Telling, Educational Technology, Technology Uses in Education
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Lawrence, Geoff; Ahmed, Farhana – International Journal of Computer-Assisted Language Learning and Teaching, 2018
This article shares pedagogical insights from a qualitative study examining the use of immersive social virtual worlds (SVWs) in language teaching and learning. Recognizing the language learning affordances of immersive virtual environments, this research examines the beliefs and practices of 'Karelia Kondor,' an avatar-learner and teacher of…
Descriptors: Computer Simulation, Second Language Learning, Second Language Instruction, Teaching Methods
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García, Mercedes Rico; da Silva, Paula Ferreira – Teaching English with Technology, 2018
Living in a global world involves not only mastering languages, but also dealing with different habits and values. It becomes critical with students trained to deal with a multicultural public, such as the group of learners from tourism covered by our research. Our proposal aims to analyze whether the virtual world of Second Life (SL) facilitates…
Descriptors: Hospitality Occupations, Tourism, Undergraduate Students, Foreign Countries
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Fuhrmann, Tamar; Schneider, Bertrand; Blikstein, Paulo – International Journal of Science Education, 2018
The Bifocal Modelling Framework (BMF) is an approach for science learning which links students' physical experimentation with computer modelling in real time, focusing on the comparison of the two media. In this paper, we explore how a Bifocal Modelling implementation supported learning outcomes related to both content and metamodeling knowledge,…
Descriptors: High School Students, Science Instruction, Models, Outcomes of Education
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Twissell, Adrian – Educational Technology & Society, 2018
Abstract electronics concepts are difficult to develop because the phenomena of interest cannot be readily observed. Visualisation skills support learning about electronics and can be applied at different levels of representation and understanding (observable, symbolic and abstract). Providing learners with opportunities to make transitions…
Descriptors: Electronics, Case Studies, Concept Formation, Scientific Concepts
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