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Kommers, Piet, Ed.; Issa, Tomayess, Ed.; Isaias, Pedro, Ed.; Hol, Ana, Ed. – International Association for Development of the Information Society, 2017
These proceedings contain the papers and posters of the 5th International Conference on Educational Technologies 2017 (ICEduTech 2017), which has been organised by the International Association for Development of the Information Society and co-organised by the Western Sydney University, held in Sydney, Australia, 11-13 December 2017. ICEduTech is…
Descriptors: Conference Papers, Educational Technology, Technology Uses in Education, Bibliometrics
Chen, Chwen Jen – Themes in Science and Technology Education, 2009
This article elaborates on how the technical capabilities of virtual reality support the constructivist learning principles. It introduces VRID, a model for instructional design and development that offers explicit guidance on how to produce an educational virtual environment. The define phase of VRID consists of three main tasks: forming a…
Descriptors: Computer Simulation, Simulated Environment, Educational Technology, Technology Uses in Education
Bers, Marina Umaschi – New Directions for Youth Development, 2010
In a digital era in which technology plays a role in most aspects of a child's life, having the competence and confidence to use computers might be a necessary step, but not a goal in itself. Developing character traits that will serve children to use technology in a safe way to communicate and connect with others, and providing opportunities for…
Descriptors: Technological Literacy, Educational Technology, Metacognition, Developmental Tasks
Childs, Mark – Educational Research, 2010
Background: Immersive virtual worlds are one of a range of different platforms that can be grouped under the concept of mediated environments, i.e. environments that create a metaphorical space in which participants can position themselves and be embodied. Synthesising the literatures concerning the various mediated environment technologies…
Descriptors: Computer Mediated Communication, Classification, Communities of Practice, Constructivism (Learning)
Tetteh, Edem; McWilliams, Douglas – Simulation & Gaming, 2010
Customer needs for high-quality goods and the risk of product-liability litigation against businesses have made companies look for a way to sustain quality assurance in their products and services. Lean manufacturing is the latest and most successful system being used by companies to turn their business around. Visual inspection plays an important…
Descriptors: Quality Control, Inspection, Job Skills, Undergraduate Students
Lorenzo, Carlos-Miguel; Sicilia, Miguel Angel; Sanchez, Salvador – Computers & Education, 2012
Massively Multiuser On-line Learning (MMOL) Platforms, often called "virtual learning worlds", constitute a still unexplored context for communication-enhanced learning, where synchronous communication skills in an explicit social setting enhance the potential of effective collaboration. In this paper, we report on an experimental study of…
Descriptors: Educational Technology, Evaluation Methods, Student Participation, Interaction
Siyahhan, Sinem; Barab, Sasha A.; Downton, Michael P. – International Journal of Computer-Supported Collaborative Learning, 2010
We implemented a five-week family program called "Family Quest" where parents and children ages 9 to 13 played Quest Atlantis, a multiuser 3D educational computer game, at a local after-school club for 90-minute sessions. We used activity theory as a conceptual and an analytical framework to study the nature of intergenerational play, the…
Descriptors: Play, Intergenerational Programs, Family Programs, Parent Child Relationship
Ncube, Lisa B. – Simulation & Gaming, 2010
This article discusses the functions and effectiveness of games and simulations in the learning processes, in particular as an experiential learning methodology. The application of the game Lemonade Tycoon in the development of lean manufacturing concepts is described. This article addresses the use of the game to teach the principles of lean…
Descriptors: Experiential Learning, Cooperative Learning, Learning Processes, Teaching Methods
Bellotti, Francesco; Berta, Riccardo; De Gloria, Alessandro; Primavera, Ludovica – British Journal of Educational Technology, 2010
Serious virtual worlds (SVWs) represent a great opportunity for learning and should embed a lot of high-quality contextualised information so that the player can take the most from his or her exploration of the environment. This requires defining new methodologies and tools for effective production. We have investigated this issue in implementing…
Descriptors: Foreign Countries, Cultural Background, Educational Games, Learning Theories
Sauve, Louise; Renaud, Lise; Kaufman, David; Marquis, Jean-Simon – Educational Technology & Society, 2007
Based on the hypothesis that inconclusive research results with regard to the impact of games and simulations are linked to the absence of clear concept definitions, research was undertaken to fill this methodological gap by identifying the essential attributes of games and simulations. This paper first introduces the context for our study. This…
Descriptors: Meta Analysis, Educational Games, Games, Simulated Environment
Waller, David; Richardson, Adam R. – Journal of Experimental Psychology: Applied, 2008
The tendency to underestimate egocentric distances in immersive virtual environments (VEs) is not well understood. However, previous research (A. R. Richardson & D. Waller, 2007) has demonstrated that a brief period of interaction with the VE prior to making distance judgments can effectively eliminate subsequent underestimation. Here the authors…
Descriptors: Computation, Standards, Spatial Ability, Adjustment (to Environment)
Durlach, Paula J., Ed; Lesgold, Alan M., Ed. – Cambridge University Press, 2012
This edited volume provides an overview of the latest advancements in adaptive training technology. Intelligent tutoring has been deployed for well-defined and relatively static educational domains such as algebra and geometry. However, this adaptive approach to computer-based training has yet to come into wider usage for domains that are less…
Descriptors: Expertise, Educational Strategies, Semantics, Intelligent Tutoring Systems
Tarng, Wernhuar; Chang, Mei-Yu; Ou, Kuo-Liang; Yu, Kein-Fu; Hsieh, Kuen-Rong – International Journal of Distance Education Technologies, 2012
The goal of this study is to develop a virtual farm for educational applications. Users can play the role of a farmer by planting vegetables and raising poultry on the virtual farm to observe their growth through online learning activities. The virtual farm possesses educational and entertaining functions, and it is designed by simulating the real…
Descriptors: Foreign Countries, Electronic Learning, Elementary School Science, Agricultural Occupations
Tapsis, Nikolaos; Tsolakidis, Konstantinos; Vitsilaki, Chryssi – American Journal of Distance Education, 2012
This study explores the effects of the use of Second Life (SL) as a learning environment on a course's dialogue. An experimental design within groups was used with thirty-seven graduate students for three weeks. Half of them followed the course activities in the official Learning Management System (LMS) of the program, Blackboard Vista, and the…
Descriptors: Foreign Countries, Graduate Students, Distance Education, Computer Assisted Instruction
Ioannidou, Andri; Repenning, Alexander – Online Submission, 2010
The comprehension of interdependent complex systems, which is part of state and national standards, is an enormous challenge for learners. In traditional physiology teaching materials, which structure the human body into decoupled subsystems (e.g., respiratory and cardiovascular) isolated in separate chapters, there is a ubiquitous absence of…
Descriptors: Physiology, Human Body, Science Instruction, Science Education

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