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Steils, Nicole; Tombs, Gemma; Mawer, Matt; Savin-Baden, Maggi; Wimpenny, Katherine – Technology, Pedagogy and Education, 2015
This paper presents findings from a large-scale study which explored the socio-political impact of teaching and learning in virtual worlds on UK higher education. Three key themes emerged with regard to constructing curricula for virtual world teaching and learning, namely designing courses, framing practice and locating specific student needs.…
Descriptors: Curriculum Implementation, Higher Education, Virtual Classrooms, Teaching Methods
Mohr, Alexander Toni; Holtbrugge, Dirk; Berg, Nicola – Teaching in Higher Education, 2012
This paper uses data gathered from 953 students to investigate how far individuals' preferences for a particular learning style are associated with the perceived usefulness of e-learning. Our findings reveal the effect of individuals' learning styles as well as their gender and professional experience on the perceived usefulness of different forms…
Descriptors: Instructional Design, Cognitive Style, Electronic Learning, Correlation
Harrison, C. S.; Grant, P. M.; Conway, B. A. – Assistive Technology, 2010
The increasing importance of inclusive design and in particular accessibility guidelines established in the U.K. 1996 Disability Discrimination Act (DDA) has been a prime motivation for the work on wheelchair access, a subset of the DDA guidelines, described in this article. The development of these guidelines mirrors the long-standing provisions…
Descriptors: Computer Simulation, Assistive Technology, Accessibility (for Disabled), Foreign Countries
van Ments, Morry – Simulation & Gaming, 2011
The article begins with an abbreviated CV of the author and then recounts the formation of Society for the Advancement of Games and Simulation in Education and Training (SAGSET) and the early days of simulation and gaming in the United Kingdom. Four strands of elements of development are described together with the key events of the 1970s and…
Descriptors: Foreign Countries, Games, Computer Simulation, Training
Lally, Victor; Sclater, Madeleine – British Journal of Guidance & Counselling, 2013
Careers work in the twenty-first century faces a key challenge in terms of digital technologies: to evaluate their potential for careers work in challenging settings. Given the rapidity of developments, technologies require evaluation in research innovations and naturalistic settings. Virtual worlds offer potential for careers and guidance work,…
Descriptors: Developmental Tasks, Career Guidance, Design, Career Counseling
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
Savin-Baden, Maggi – London Review of Education, 2013
This paper will present a study that explored the perceived impact of spatial practice in "Second Life" (SL) on teaching and learning from the point of view of participants in higher education (lecturers, developers and researchers). Narrative inquiry was used to access stories and experiences of space and spatial practice from staff…
Descriptors: Program Effectiveness, Teacher Attitudes, Cues, Information Technology
Beaumont, Chris; Savin-Baden, Maggi; Conradi, Emily; Poulton, Terry – Interactive Learning Environments, 2014
This article reports the findings of a demonstrator project to evaluate how effectively Immersive Virtual Worlds (IVWs) could support problem-based learning. The project designed, created and evaluated eight scenarios within "Second Life" (SL) for undergraduate courses in health care management and paramedic training. Evaluation was…
Descriptors: Virtual Classrooms, Demonstration Programs, Program Evaluation, Problem Based Learning
Deutschmann, Mats; Panichi, Luisa – International Journal of Virtual and Personal Learning Environments, 2013
This paper presents some of the overall frameworks and models for language learning that were used under Avalon (Access to Virtual and Action Learning live ONline), an EU co-funded project aimed at developing language-learning scenarios in virtual worlds. The introduction and background summarize some of the theories that constitute the starting…
Descriptors: Virtual Classrooms, Computer Simulation, Computer System Design, Models
Raw, Rachael K.; Kountouriotis, Georgios K.; Mon-Williams, Mark; Wilkie, Richard M. – Journal of Experimental Psychology: Human Perception and Performance, 2012
Old age is associated with poorer movement skill, as indexed by reduced speed and accuracy. Nevertheless, reductions in speed and accuracy can also reflect compensation as well as deficit. We used a manual tracing and a driving task to identify generalized spatial and temporal compensations and deficits associated with old age. In Experiment 1,…
Descriptors: Older Adults, Psychomotor Skills, Computer Simulation, Cognitive Processes
Bastiaens, Theo, Ed. – Association for the Advancement of Computing in Education, 2018
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "EdMedia + Innovate Learning: World Conference on Educational Media and…
Descriptors: Educational Technology, Technology Uses in Education, Open Educational Resources, Higher Education
Gillen, Julia; Ferguson, Rebecca; Peachey, Anna; Twining, Peter – Language and Education, 2012
Over a 13-month period, the Schome Park Programme operated the first "closed" (i.e. protected) Teen Second Life project in Europe. The project organised diverse educational events that centred on use of a virtual world and an associated asynchronous forum and wiki. Students and staff together exploited the affordances of the environment…
Descriptors: Aquatic Sports, Ethnography, Foreign Countries, Computer Mediated Communication
Ros i Solé, Cristina – Language Learning Journal, 2013
Language learners' increased mobility and the ubiquity of virtual intercultural encounters has challenged traditional ideas of "cultures". Moreover, representations of cultures as consumable life-choices has meant that learners are no longer locked into standard and static cultural identities. Language learners are better defined as…
Descriptors: Second Language Learning, Self Concept, Intercultural Communication, Computer Simulation
Julian, June; Crooks, Julian – Online Submission, 2011
Demonstrating the multiple features of the Cerulean Gallery in Second Life, this research report showcases several exemplar exhibits created by students, artists, and museums. Located in The Educational Media Center, a Second Life teaching and social space, the Cerulean Gallery exhibits functioned as case studies that tested its effectiveness as…
Descriptors: Computer Simulation, Social Systems, Internet, Art Products
Vannini, Natalie; Enz, Sibylle; Sapouna, Maria; Wolke, Dieter; Watson, Scott; Woods, Sarah; Dautenhahn, Kerstin; Hall, Lynne; Paiva, Ana; Andre, Elizabeth; Aylett, Ruth; Schneider, Wolfgang – European Journal of Psychology of Education, 2011
Bullying is widespread in European schools, despite multiple intervention strategies having been proposed over the years. The present study investigates the effects of a novel virtual learning strategy ("FearNot!") to tackle bullying in both UK and German samples. The approach is intended primarily for victims to increase their coping…
Descriptors: Intervention, Incidence, Cultural Differences, Foreign Countries