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Marsh, Jackie – Reading Research Quarterly, 2011
This study examined the literacy practices of children ages 5-11 as they engaged in out-of-school use of virtual worlds. The purpose of the study was to explore the nature, purpose, and role of literacy in children's use of a virtual world. In this article, I reflect on how children's use of literacy practices in the virtual world constructed and…
Descriptors: Foreign Countries, Children, Recreational Activities, Computer Simulation
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Dalgarno, Barney; Lee, Mark J. W.; Carlson, Lauren; Gregory, Sue; Tynan, Belinda – Australasian Journal of Educational Technology, 2011
This article describes the research design of, and reports selected findings from, a scoping study aimed at examining current and planned applications of 3D immersive virtual worlds at higher education institutions across Australia and New Zealand. The scoping study is the first of its kind in the region, intended to parallel and complement a…
Descriptors: Foreign Countries, Higher Education, Computer Simulation, Simulated Environment
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Kurilovas, Eugenijus; Serikoviene, Silvija – Informatics in Education, 2010
The paper aims to analyse several scientific approaches how to evaluate, implement or choose learning content and software suitable for personalised users/learners needs. Learning objects metadata customisation method as well as the Method of multiple criteria evaluation and optimisation of learning software represented by the experts' additive…
Descriptors: Computer Software, Course Content, Evaluation Methods, Electronic Learning
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Morse, Shona – Journal of European Industrial Training, 2010
Purpose: The aim of this paper is to give a critical assessment of a study designed to investigate the potential of a new method for teaching HRD students about performance appraisal. It is argued that this approach is in the vanguard of developments in IT and learning. Design/methodology/approach: The paper takes the form of an explorative study…
Descriptors: Foreign Countries, Interviews, Personnel Evaluation, Program Effectiveness
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Talamo, Alessandra; Pozzi, Simone; Mellini, Barbara – Mind, Culture, and Activity, 2010
Social interactions within virtual communities are often described solely as being online experiences. Such descriptions are limited, for they fail to reference life external to the screen. The terms "virtual" and "real" have a negative connotation for many people and can even be interpreted to mean that something is "false" or "inauthentic."…
Descriptors: Phenomenology, Olfactory Perception, Tactual Perception, Biochemistry
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Silva, Karina; Correia, Ana-Paula; Pardo-Ballester, Cristina – Journal of Digital Learning in Teacher Education, 2010
Researchers have highlighted the benefits of using virtual worlds such as Second Life in education, but they have also forewarned educators of potential drawbacks. Understanding how virtual worlds work, including their capabilities and limitations, empowers educators to make better decisions regarding their relevance to learning and teaching. This…
Descriptors: Educational Technology, Computer Simulation, Simulated Environment, Virtual Classrooms
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Patel, K. K.; Vij, S. – IEEE Transactions on Learning Technologies, 2012
The inability to navigate independently and interact with the wider world is one of the most significant handicaps that can be caused by blindness, second only to the inability to communicate through reading and writing. Many difficulties are encountered when visually impaired people (VIP) need to visit new and unknown places. Current speech or…
Descriptors: Foreign Countries, Computer Simulation, Computer Assisted Instruction, Simulated Environment
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Hofstede, Gert Jan; Murff, Elizabeth J. Tipton – Simulation & Gaming, 2012
The game SO LONG SUCKER was designed in the United States in 1964 with the aim of showing how potentially unethical behavior necessary for winning was inherent in the game's incentive structure. Sessions with East Asian participants, however, led to very different game dynamics in which collaborative rather than antagonistic behaviors occurred.…
Descriptors: Foreign Countries, Educational Games, Ethical Instruction, Asians
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McArdle, Gavin; Bertolotto, Michela – Interactive Learning Environments, 2012
Today, the Internet plays a major role in distributing learning material within third level education. Multiple online facilities provide access to educational resources. While early systems relied on webpages, which acted as repositories for learning material, nowadays sophisticated online applications manage and deliver learning resources.…
Descriptors: Foreign Countries, Educational Technology, Electronic Learning, Interaction
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Wimpenny, Katherine; Savin-Baden, Maggi; Mawer, Matt; Steils, Nicole; Tombs, Gemma – Australasian Journal of Educational Technology, 2012
In the changing context of globalised higher education, a series of pedagogical shifts have occurred, and with them, a number of interactive learning approaches have emerged. This article reports on findings taken from a large-scale study that explored the socio-political impact of virtual world learning on higher education in the UK, specifically…
Descriptors: Foreign Countries, Higher Education, Teaching Methods, Computer Simulation
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Lawler, James P.; Joseph, Anthony – Information Systems Education Journal, 2010
Digital gaming continues to be an approach for enhancing methods of pedagogy. The study evaluates the effectiveness of a gaming product of a leading technology firm in engaging graduate students in an information systems course at a major northeast institution. Findings from a detailed perception survey of the students indicate favorable…
Descriptors: Computer Games, Simulated Environment, Teaching Methods, Graduate Students
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Lloyd, Margaret – Journal of Learning Design, 2010
There is a "reality" to being online which we know to be false. We are simultaneously "there" but "not there" as we talk, work and play with others in online spaces. We move between physical and virtual spaces in ways that realise the predictions made for computers in the mid-20th Century and enact scenarios from science fiction. We are left…
Descriptors: Science Fiction, Social Change, Social Environment, Electronic Learning
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Hall, L. O.; Soderstrom, T.; Ahlqvist, J.; Nilsson, T. – Journal of Computer Assisted Learning, 2011
This article is about collaborative learning with educational computer-assisted simulation (ECAS) in health care education. Previous research on training with a radiological virtual reality simulator has indicated positive effects on learning when compared to a more conventional alternative. Drawing upon the field of Computer-Supported…
Descriptors: Feedback (Response), Computer Simulation, Allied Health Occupations Education, Achievement Tests
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Fields, Deborah A.; Kafai, Yasmin B. – International Journal of Computer-Supported Collaborative Learning, 2009
Prior studies have shown how knowledge diffusion occurs in classrooms and structured small groups around assigned tasks yet have not begun to account for widespread knowledge sharing in more native, unstructured group settings found in online games and virtual worlds. In this paper, we describe and analyze how an insider gaming practice spread…
Descriptors: Games, Preadolescents, Research Methodology, Youth Clubs
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Lin, Lin; Zhang, Tao – Journal of Technology and Teacher Education, 2011
This study investigated pre-service teachers' experience, motivation, passion, effort, and perspectives in playing exergames in the classroom using the self-determination theory as the main theoretical framework. One hundred forty preservice teachers participated in the study. A mixed method was used. Data included pre-survey and post-survey…
Descriptors: Preservice Teachers, Student Motivation, Self Determination, Physical Activities
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