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Levy, Sharona T.; Peleg, Ran; Ofeck, Eyal; Tabor, Naamit; Dubovi, Ilana; Bluestein, Shiri; Ben-Zur, Hadar – Instructional Science: An International Journal of the Learning Sciences, 2018
We propose and evaluate a framework supporting collaborative discovery learning of complex systems. The framework blends five design principles: (1) individual action: amidst (2) social interactions; challenged with (3) multiple tasks; set in (4) a constrained interactive learning environment that draws attention to (5) highlighted target…
Descriptors: Traffic Safety, Discovery Learning, Simulation, Simulated Environment
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Gilbert, Kristen A.; Voelkel, Robert H., Jr.; Johnson, Christie W. – Journal of Leadership Education, 2018
Research suggests effective immersive simulations that rely on augmented reality enhance teachers' self-efficacy and skills (Badiee & Kauffman, 2015). However, there is a gap in the literature as studies have largely ignored their uses in educational leadership programs (Bradley & Kendall, 2015). This study investigated the relationship…
Descriptors: Self Efficacy, Immersion Programs, Simulated Environment, Leadership
Gee, James Paul – Phi Delta Kappan, 2018
In the digital age, young people's most powerful learning opportunities often occur online, in experiences and environments created by people working outside of the K-12 school system. In a sense, the internet has given new life to an older, less formal approach to education, in which individuals seek out and learn from others who share their…
Descriptors: Internet, Access to Information, Simulated Environment, Computer Simulation
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Gilbert, Kristen A.; Voelkel, Robert H., Jr.; Johnson, Christie W. – Journal of Leadership Education, 2018
Research suggests effective immersive simulations that rely on augmented reality enhance teachers' self-efficacy and skills (Badiee & Kauffman, 2015). However, there is a gap in the literature as studies have largely ignored their uses in educational leadership programs (Bradley & Kendall, 2015). This study investigated the relationship…
Descriptors: Self Efficacy, Simulated Environment, Leadership, Communities of Practice
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Blyth, Carl – Foreign Language Annals, 2018
This article briefly traces the historical conceptualization of linguistic and cultural immersion through technological applications, from the early days of locally networked computers to the cutting-edge technologies known as virtual reality and augmented reality. Next, the article explores the challenges of immersive technologies for the field…
Descriptors: Second Language Instruction, Second Language Learning, Technology Uses in Education, Computer Simulation
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Black, Rebecca W.; Alexander, Jonathan; Korobkova, Ksenia – Teachers College Record, 2017
Background/Context: Sociocultural research on young people's literate practices with digital media has generally focused on literacy events and practices that are grounded in distinct online locations, such as affinity spaces, specific websites, particular videogames, or virtual worlds. Purpose/Objective/Research Question/Focus of Study:…
Descriptors: Simulated Environment, Computer Simulation, Qualitative Research, Literacy
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Code, Jillianne; Zap, Nick – Journal of Interactive Learning Research, 2017
The key to education reform lies in exploring alternative forms of assessment. Alternative performance assessments provide a more valid measure than multiple-choice tests of students' conceptual understanding and higher-level skills such as problem solving and inquiry. Advances in game-based and virtual environment technologies are creating new…
Descriptors: Educational Technology, Technology Uses in Education, Alternative Assessment, Evaluation Methods
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Fernando Batista, Alex; Thiry, Marcello; Queiroz Gonçalves, Rafael; Fernandes, Anita – Informatics in Education, 2020
This research discusses the use of Augmented Reality, Virtual Reality and Mixed Reality technology applications in the learning process of relevant content to the Computer Science area. This systematic review aims to identify applications that use technologies to represent virtual environments and support the teaching and learning of Computer…
Descriptors: Computer Simulation, Computer Science Education, Simulated Environment, Educational Research
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Carreon, Adam; Smith, Sean J.; Rowland, Amber – Journal of Special Education Technology, 2020
Augmented reality (AR) is an emerging technology that can help educators enhance their classrooms. With one-to-one initiatives and application (app) development creating affordable technology, teachers have more access to innovative supports for their students with disabilities' academic, social, emotional, and behavioral skill development. Using…
Descriptors: Simulated Environment, Computer Simulation, Educational Technology, Technology Uses in Education
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Frisby, Brandi N.; Kaufmann, Renee; Vallade, Jessalyn I.; Frey, T. Kody; Martin, Joe C. – Basic Communication Course Annual, 2020
Basic communication courses (BCCs) are evolving, and technology is a driver of this change. Guided by self-efficacy theory, this study examined the use of virtual reality speaking rehearsals as one technology that instructors can adopt to enhance students' public speaking efficacy. Students (N = 32) in this study practiced their final informative…
Descriptors: Introductory Courses, Handheld Devices, Computer Software, Simulated Environment
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Gul, Tugce; Pecore, John – Journal of Technology and Teacher Education, 2020
The purpose of this qualitative case study is to examine the impact of stress, strategies for coping with stress, and professional identity development of pre-service teachers when teaching to avatars. Research participants consisted of 7 pre-service teachers enrolled in a college of education practicum course at a university in the southeastern…
Descriptors: Stress Management, Professional Identity, Preservice Teachers, Coping
Rosalyn Kelson Richards – ProQuest LLC, 2021
Many researchers have observed that gamified mixed reality learning environments (gMRLEs) can increase learner engagement, motivation, knowledge acquisition, and critical thinking. However, there is no consensus on strategies and methods for designing gMRLEs. The purpose of this qualitative Delphi study was to identify best practices in designing…
Descriptors: Best Practices, Gamification, Game Based Learning, Computer Simulation
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Tüzün, Hakan; Barab, Sasha A.; Thomas, Michael K. – Turkish Journal of Education, 2019
The purpose of this study was to identify motivational elements of an online multi-player educational computer game that uses a 3D multi-user environment to immerse children ages 9-12 in educational tasks. The methodological approach design ethnography, a process that involves using ethnographic methods when the researchers are both observers and…
Descriptors: Learning Motivation, Educational Games, Computer Games, Video Games
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Mavin, Timothy J.; Janssens, Sarah; Kikkawa, Yoriko; Hodge, Steven; Dickie, Robyn – International Journal of Training Research, 2019
This paper reports a cross-sector reflection on a current, simulation-based program for maternity emergency management in an Australian healthcare site. It aims to develop our understandings of how learning can be enhanced through simulation and debriefing practices. It discovers how the healthcare and aviation sectors, which have seen increasing…
Descriptors: Training, Simulation, Emergency Medical Technicians, Foreign Countries
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Sáez-López, José-Manuel; Sevillano-García, M. Luisa; Pascual-Sevillano, M. Ángeles – Comunicar: Media Education Research Journal, 2019
Augmented reality (AR) immersion enables virtual objects and real environments to coexist and encourage experimentation with phenomena that are not possible in the real world. Augmented reality is generating new opportunities for the development of ubiquity within educational environments. The objective of this study was to analyze the impact that…
Descriptors: Computer Simulation, Simulated Environment, Educational Technology, Elementary School Students
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