NotesFAQContact Us
Collection
Advanced
Search Tips
What Works Clearinghouse Rating
Showing 766 to 780 of 1,881 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Lynch, Ronan; Mallon, Bride; Connolly, Cornelia – International Journal of Game-Based Learning, 2015
The advent of the Internet has been instrumental in producing new Game Based Learning (GBL) tools where education and games converge. Alternate Reality Games (ARGs) are one such GBL tool. Interactive narrative games that use the Internet as a central communications platform, ARGs challenge players to collaboratively collate a fragmented story.…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Wendel, Viktor; Krepp, Stefan; Gutjahr, Michael Oliver; Göbel, Stefan; Steinmetz, Ralf – International Journal of Game-Based Learning, 2015
In collaborative learning scenarios, the role of the instructor is vital. This aspect directly carries over to the concept of collaborative multiplayer Serious Games, where a group of players is learning together using a Serious Game. In this paper, the authors propose a novel approach for integration and support of instructors in collaborative…
Descriptors: Computer Games, Cooperative Learning, Questionnaires, Teacher Role
Peer reviewed Peer reviewed
Direct linkDirect link
Katz, James E.; Halpern, Daniel – Journal of Science Education and Technology, 2015
This study aims to assess the effectiveness of immersive environments that have been implemented by museums to attract new visitors. Based on the frameworks introduced by telepresence and media richness theories, and following a constructivist-based learning approach, we argue that the greater the similarity of an online museum experience is to…
Descriptors: Museums, Computer Simulation, Simulated Environment, Teaching Methods
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Sommers, Jeff – Composition Forum, 2015
The Virtual Workplace Ethnography is a first-year composition assignment that positions students as knowledge makers by requiring them to apply a theoretical lens ("Working Knowledge") to a video representation of a workplace. The lens provides multiple terms for analysis of workplace behaviors in context, providing a scaffolding for…
Descriptors: Writing (Composition), Writing Assignments, Ethnography, Simulated Environment
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Dharmawansa, Asanka D.; Fukumura, Yoshimi; Marasinghe, Ashu; Madhuwanthi, R. A. M. – International Education Studies, 2015
The objective of this research is to introduce the behavior of non-verbal features of e-Learners in the virtual learning environment to establish a fair representation of the real user by an avatar who represents the e-Learner in the virtual environment and to distinguish the deportment of the non-verbal features during the virtual learning…
Descriptors: Electronic Learning, Virtual Classrooms, Nonverbal Learning, Nonverbal Ability
Peer reviewed Peer reviewed
Direct linkDirect link
Enyedy, Noel; Danish, Joshua A.; DeLiema, David – International Journal of Computer-Supported Collaborative Learning, 2015
In vision-based augmented-reality (AR) environments, users view the physical world through a video feed or device that "augments" the display with a graphical or informational overlay. Our goal in this manuscript is to ask "how" and "why" these new technologies create opportunities for learning. We suggest that AR is…
Descriptors: Simulated Environment, Physical Environment, Visual Aids, Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Barreto, Daisyane C. – Educational Media and Technology Yearbook, 2015
Facilitated by the ascendance of massive multiplayer online games and virtual worlds, digital game culture has become a part of children's lives over the past few years. By playing these games, children can not only socialize with their regular friends face to face but also establish relationships with other players online. This chapter presents…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Game Based Learning
Peer reviewed Peer reviewed
PDF on ERIC Download full text
King, Barbara; Smith, Carmen Petrick – International Journal of Research in Education and Science, 2018
The advent of motion-controlled technologies has unlocked new possibilities for body-based learning in the mathematics classroom. For example, mixed-reality learning environments allow students the opportunity to embody a mathematical concept while simultaneously being provided a visual interface that represents their movement. In the current…
Descriptors: Educational Environment, Blended Learning, Teaching Methods, Instructional Effectiveness
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Sirakaya, Mustafa; Cakmak, Ebru Kilic – Contemporary Educational Technology, 2018
Augmented reality is defined as a technology in which real world and virtual objects are combined with a simultaneous interaction. The aim of this study is to determine the effect of augmented reality use on students' achievement, misconception and course engagement. A (matched) quasi-experimental research design with both pretest and posttest…
Descriptors: Misconceptions, Quasiexperimental Design, Pretests Posttests, Control Groups
Peer reviewed Peer reviewed
Direct linkDirect link
Chan, Isaac; Leung, Vincent; Yan, Kendall; Kwong, Theresa; Lau, Peter – Journal on Excellence in College Teaching, 2018
Student-generated materials offer high engagement, connectedness, and satisfaction in learning. In this project, the students merged the concepts and cases learned in class with the experiences of business professionals to create scenarios that can convey the concepts of Business Ethics (BE) and Corporate Social Responsibility (CSR) to secondary…
Descriptors: Secondary School Students, Ethical Instruction, Business Education, Social Responsibility
Peer reviewed Peer reviewed
Direct linkDirect link
Su, Chung-Ho – EURASIA Journal of Mathematics, Science & Technology Education, 2017
The advancement of mobile game-based learning has encouraged many related studies, which has enabled students to learn more and faster. To enhance the clinical path of cardiac catheterization learning, this paper has developed a mobile 3D-CCGBLS (3D Cardiac Catheterization Game-Based Learning System) with a learning assessment for cardiac…
Descriptors: Educational Games, Handheld Devices, Telecommunications, Technology Uses in Education
Peer reviewed Peer reviewed
Direct linkDirect link
Bontchev, Boyan; Vassileva, Dessislava – Interactive Technology and Smart Education, 2017
Purpose: This paper aims to clarify how affect-based adaptation can improve implicit recognition of playing style of individuals during game sessions. This study presents the "Rush for Gold" game using dynamic difficulty adjustment of tasks based on both player performance and affectation inferred through electrodermal activity and…
Descriptors: Teaching Methods, Video Games, Educational Technology, Technology Uses in Education
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Howard, Craig D.; Do, Jaewoo – Teaching English with Technology, 2017
Participation in interactive games, especially those in immersive environments, is often employed in learning contexts to stochastically develop L2 learners' language ability. However, typical measures of language ability often do not reflect pragmatic competencies. This study juxtaposes two elementary school ESL learners' language ability, and…
Descriptors: Games, Interaction, Second Language Instruction, English (Second Language)
Peer reviewed Peer reviewed
Direct linkDirect link
Coffey, Amy Jo; Kamhawi, Rasha; Fishwick, Paul; Henderson, Julie – Educational Technology Research and Development, 2017
Relatively few studies have empirically tested computer-based immersive virtual environments' efficacy in teaching or enhancing pro-social attitudes, such as intercultural sensitivity. This channel study experiment was conducted (N = 159) to compare what effects, if any, an immersive 3D virtual environment would have upon subjects' intercultural…
Descriptors: Computer Simulation, Simulated Environment, Computer Uses in Education, Instructional Effectiveness
Peer reviewed Peer reviewed
Direct linkDirect link
Walker, Zachary; McMahon, Don D.; Rosenblatt, Kara; Arner, Tracy – SAGE Open, 2017
The success of Pokémon Go is demonstrating that augmented reality (AR) is reaching the masses quickly and can be a robust tool to enhance student engagement and learning. Leveraging AR for instructional purposes has the potential to become a powerful medium for Universal Design for Learning (UDL) by providing new tools for multiple means of…
Descriptors: Physical Environment, Simulated Environment, Computer Simulation, Learner Engagement
Pages: 1  |  ...  |  48  |  49  |  50  |  51  |  52  |  53  |  54  |  55  |  56  |  ...  |  126