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Tom Harrison – Journal of Moral Education, 2024
Virtual reality (VR) is an increasingly popular artificially mediated, immersive experience that is accessed through a headset. Recent research is starting to provide evidence about the positive impact that virtual reality technology can have on teaching and learning. This research, to date, has been primarily undertaken in higher education and in…
Descriptors: Computer Simulation, Values Education, Educational Technology, Ethics
Coneyworth, Lisa; Jessop, Rachel; Maden, Pauline; White, Gavin – Innovations in Education and Teaching International, 2020
Taught postgraduate students in the UK have a limited timeframe for study, with most full-time courses requiring intense scholarship, typically over a 12-month period. Many of these students face challenges and concerns with the transition from undergraduate to taught postgraduate study as they adapt to a new learning environment with higher…
Descriptors: Well Being, Graduate Students, Student Adjustment, Feedback (Response)
Gregory, Sue; Scutter, Sheila; Jacka, Lisa; McDonald, Marcus; Farley, Helen; Newman, Chris – Educational Technology & Society, 2015
Three-dimensional (3D) virtual worlds have been used for more than a decade in higher education for teaching and learning. Since the 1980s, academics began using virtual worlds as an exciting and innovative new technology to provide their students with new learning experiences that were difficult to provide any other way. But since that time,…
Descriptors: Educational Technology, Computer Simulation, Teaching Methods, Higher Education
Falconer, Liz – Journal of Interactive Learning Research, 2013
This paper describes and discusses a case study of postgraduate students undertaking accident investigation and risk assessment exercises in an online virtual world as part of their course curriculum. These exercises were constructed to overcome the ethical and practical barriers inherent in real-world exercises. In particular this paper focusses…
Descriptors: Graduate Students, Computer Simulation, Computer Assisted Instruction, Electronic Learning
Fresen, Jill W. – Teaching English with Technology, 2011
This paper reports on two research projects, one completed and a partial follow-up study in the early stages of investigation. The first study investigated a range of factors that directly affect the quality of web-supported learning opportunities. The outcome of that study is a taxonomy of critical success factors for quality web-supported…
Descriptors: Web Based Instruction, Teaching Methods, Instructional Design, Taxonomy
Childs, Mark; Schnieders, H. Lori; Williams, Gweno – Interactive Learning Environments, 2012
Using virtual worlds as media for learning and teaching gives rise to the potential for many unique ethical problems. Some of these arise due to the nature of the engagement with these virtual worlds, in which the students create a virtual representation, called an avatar, which may enable a sense of embodiment, and hence exposure, within the…
Descriptors: Foreign Countries, Educational Opportunities, Simulated Environment, Self Concept
Webber, Sheila – International Journal of Virtual and Personal Learning Environments, 2010
This article discusses activities carried out in the virtual world of Second Life (SL) as part of a compulsory class in the first year of an undergraduate programme. The paper identifies the contribution of SL to the students' learning environment and an Inquiry Based Learning (IBL) approach to programme design. The reasons for taking an IBL…
Descriptors: Blended Learning, Inquiry, Virtual Classrooms, Computer Simulation
Moizer, Jonathan; Lean, Jonathan; Towler, Michael; Abbey, Caroline – Active Learning in Higher Education, 2009
Based on a categorization of simulation and gaming barriers developed in a previous study, this work seeks to explore in greater depth the composition and nature of these obstacles. It examines the interrelationships between the barriers and the impact of other contextual factors in the pedagogic environment. A series of in-depth interviews were…
Descriptors: Higher Education, Informal Education, Information Sources, Teaching Methods
Kirriemuir, John – Educational Research, 2010
Background: Numerous surveys, articles, ephemera and online information sources indicate that "Second Life" has been the predominant virtual world, for educational purposes, in UK universities for the latter half of the 2000s. However, the infrastructure required to operate "Second Life" presents a number of technical concerns…
Descriptors: Educational Trends, Barriers, Foreign Countries, Computer Simulation
Middleton, Andrew John; Mather, Richard – ALT-J: Research in Learning Technology, 2008
The educational value of Immersive Virtual Worlds (IVWs) seems to be in their social immersive qualities and as an accessible simulation technology. In contrast to these synchronous applications this paper discusses the use of educational machinima developed in IVW virtual film sets. It also introduces the concept of media intervention, proposing…
Descriptors: Intervention, Educational Technology, Internet, Educational Media
Lynch, Martin A.; Tunstall, Richard J. – Simulation & Gaming, 2008
A growing body of evidence suggests that relevant, well-designed simulations can make a valuable contribution to students' experiences in training and education and go some way toward meeting the expectations of students who have grown up with immersive, computer-mediated games. Within universities, many barriers exist that may prevent the…
Descriptors: Creativity, Educational Philosophy, Partnerships in Education, Educational Games
Minocha, Shailey; Morse, David R. – Interactive Technology and Smart Education, 2010
Purpose: The purpose of this paper is to report on a study into how a three-dimensional (3D) virtual world (Second Life) can facilitate socialisation and team working among students working on a team project at a distance. This models the situation in many commercial sectors where work is increasingly being conducted across time zones and between…
Descriptors: Foreign Countries, Web Sites, Distance Education, Cooperation
Savin-Baden, Maggi; Gourlay, Lesley; Tombs, Cathy; Steils, Nicole; Tombs, Gemma; Mawer, Matt – Educational Research, 2010
Background: The literature on immersive virtual worlds and e-learning to date largely indicates that technology has led the pedagogy. Although rationales for implementing e-learning have included flexibility of provision and supporting diversity, none of these recommendations has helped to provide strong pedagogical location. Furthermore, there is…
Descriptors: Higher Education, Staff Role, College Instruction, Literature Reviews
Merchant, Guy – Educational Research, 2010
Background: Although much has been written about the ways in which new technology might transform educational practice, particularly in the area of literacy learning, there is relatively little empirical work that explores the possibilities and problems--or even what such a transformation might look like in the classroom. 3D virtual worlds offer a…
Descriptors: Social Control, Educational Practices, Educational Change, Literacy
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers