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Chukhlomin, Valeri; Deshpande, Anant – International Association for Development of the Information Society, 2017
"iMOOC101: Mastering American e-Learning" is a Coursera-based, free, massive online course aimed at preparing non-U.S. students to succeed in regular, for-credit, online classes in American universities. The course is also intended to help foreign-born professionals integrate into virtual work environments in U.S.-based companies. The…
Descriptors: Large Group Instruction, Online Courses, Educational Technology, Technology Uses in Education
Beaubois, Terry – American Journal of Distance Education, 2013
John Lester is currently the chief learning officer at ReactionGrid, a software company developing 3-D simulations and multiuser virtual world platforms. Lester's background includes working with Linden Lab on Second Life's education activities and neuroscience research. His primary focus is on collaborative learning and instructional…
Descriptors: Educational Technology, Computer Simulation, Simulated Environment, Computer Uses in Education
Grechkin, Timofey Y.; Chihak, Benjamin J.; Cremer, James F.; Kearney, Joseph K.; Plumert, Jodie M. – Journal of Experimental Psychology: Human Perception and Performance, 2013
This investigation examined how children and adults negotiate a challenging perceptual-motor problem with significant real-world implications--bicycling across two lanes of opposing traffic. Twelve- and 14-year-olds and adults rode a bicycling simulator through an immersive virtual environment. Participants crossed intersections with continuous…
Descriptors: Children, Adults, Physical Activities, Perceptual Motor Coordination
Schaal, Sonja; Schaal, Steffen; Lude, Armin – International Journal for Transformative Research, 2015
The valuing of biodiversity is considered to be a first step towards its conservation. Therefore, the aim of the BioDiv2Go project is to combine sensuous experiences discovering biodiversity with mobile technology and a game-based learning approach. Following the competence model for environmental education (Roczen et al, 2014), Geogames (location…
Descriptors: Educational Games, Video Games, Educational Technology, Technology Uses in Education
Guo, Yan Ru; Goh, Dion Hoe-Lian – Journal of Educational Computing Research, 2015
Over the past decade, computer games and other interactive technologies have shown great potential when used in innovative ways to enhance learning. It is now known that learning is associated not only with cognitive ability but also with affect. The incorporation of affective embodied pedagogical agents (EPAs) in computer programs for learning…
Descriptors: Meta Analysis, Affective Behavior, Educational Technology, Instructional Effectiveness
Sakalli, Isinsu; Chung, WonJoon – Turkish Online Journal of Educational Technology - TOJET, 2015
The world is becoming increasingly virtual. Since the invention of the World Wide Web, information and human interaction has been transferring to the web at a rapid rate. Education is one of the many institutions that is taking advantage of accessing large numbers of people globally through computers. While this can be a simpler task for…
Descriptors: Instructional Design, Online Courses, Technology Uses in Education, Cooperation
Badiee, Farnaz; Kaufman, David – SAGE Open, 2015
Recent calls to improve the quality of education in schools have drawn attention to the importance of teachers' preparation for work in classroom settings. Although the practicum has long been the traditional means for pre-service teachers to learn and practice classroom teaching, it does not always offer student teachers the time, safe practice…
Descriptors: Teacher Effectiveness, Preservice Teacher Education, Program Effectiveness, Program Design
Liou, Wei-Kai; Bhagat, Kaushal Kumar; Chang, Chun-Yen – Journal of Science Education and Technology, 2016
The present study compares the highly interactive cloud-classroom (HIC) system with traditional methods of teaching materials science that utilize crystal structure picture or real crystal structure model, in order to examine its learning effectiveness across three dimensions: knowledge, comprehension and application. The aim of this study was to…
Descriptors: Technology Uses in Education, Educational Technology, Science Instruction, Teaching Methods
Takala, Tuukka M.; Malmi, Lauri; Pugliese, Roberto; Takala, Tapio – Informatics in Education, 2016
In this paper we present our experiences of teaching an annually organized virtual reality (VR) capstone course. We review three iterations of the course, during which a total of 45 students completed the course and 16 VR applications were implemented. Our comparative analysis describes the students' evaluation of the course, the applications…
Descriptors: Curriculum, Simulated Environment, Computer Simulation, Educational Technology
Peisachovich, Eva Hava; Murtha, Susan; Phillips, Andria; Messinger, Gal – International Journal of Higher Education, 2016
The flipped-classroom format offers students opportunities for engagement and ownership of learning by enabling them to make sense of their views and perspectives and connect their personal and professional experiences. Student engagement and the infusion of active learning are core concepts of the educational process; given the present generation…
Descriptors: Foreign Countries, Medical Evaluation, Nursing Students, Learner Engagement
Nelson, Brian C.; Kim, Younsu; Slack, Kent – Technology, Knowledge and Learning, 2016
Education policy in the United States centers K-12 assessment efforts primarily on standardized tests. However, such tests may not provide an accurate and reliable representation of what students understand about the complexity of science. Research indicates that students tend to pass science tests, even if they do not understand the concepts…
Descriptors: Science Education, Immersion Programs, Simulated Environment, Science Tests
Jauregi, Kristi – Research-publishing.net, 2016
The present paper describes a case study on the effects of telecollaborative games on learners' motivation. 12 learners from a Dutch and a British secondary school participated in the study. Different games, which included gamification elements, were developed on OpenSim. The overall educational goals of the games were to enhance cultural…
Descriptors: Foreign Countries, Educational Games, Educational Technology, Technology Uses in Education
Lan, Yu-Ju; Hsian, Indy Y. T.; Shih, Mei-Feng – Educational Technology & Society, 2018
This current study aimed at creating a 3D virtual environment on Second Life particularly for special education students to enhance their first language, Mandarin, learning in vocabulary and sentence structures. Four students aged between 8 and 9 participated in this research. In addition to their inherent disabilities (mild autism spectrum…
Descriptors: Simulated Environment, Educational Technology, Technology Uses in Education, Mandarin Chinese
O'Connor, Eileen A. – Journal of Educational Technology Systems, 2015
Opening with the history, recent advances, and emerging ways to use avatar-based virtual reality, an instructor who has used virtual environments since 2007 shares how these environments bring more options to community building, teaching, and education. With the open-source movement, where the source code for virtual environments was made…
Descriptors: Electronic Learning, Virtual Classrooms, Simulated Environment, Open Source Technology
Paul, Parneet – Education Sciences, 2015
This project work addresses the crucial need to encourage undergraduate civil and environmental engineering students to gain employment skills and training right from the start of their studies so that their overall employability increases; their confidence level in networking with industry and within the workplace increases; and so that they are…
Descriptors: Undergraduate Students, Engineering, Job Skills, Employment Qualifications

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