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Gonzalez-Gonzalez, Carina; Blanco-Izquierdo, Francisco – Computers & Education, 2012
In this paper we analyze the main areas of research into educational videogames and in the evolution of the technologies and design methodologies that are making these interactive systems increasingly natural, immersive and social. We present the design and development of a prototype for a collaborative educational videogame based on a Massively…
Descriptors: Video Games, Secondary Education, Online Systems, Educational Games
Lorenzo, Gonzalo; Pomares, Jorge; Lledo, Asuncion – Computers & Education, 2013
This paper presents the use of immersive virtual reality systems in the educational intervention with Asperger students. The starting points of this study are features of these students' cognitive style that requires an explicit teaching style supported by visual aids and highly structured environments. The proposed immersive virtual reality…
Descriptors: Intervention, Learning Strategies, Cognitive Style, Asperger Syndrome
Wuang, Yee-Pay; Chiang, Ching-Sui; Su, Chwen-Yng; Wang, Chih-Chung – Research in Developmental Disabilities: A Multidisciplinary Journal, 2011
This quasi-experimental study compared the effect of standard occupational therapy (SOT) and virtual reality using Wii gaming technology (VRWii) on children with Down syndrome (DS). Children (n=105) were randomly assigned to intervention with either SOT or VRWii, while another 50 served as controls. All children were assessed with measures of…
Descriptors: Intervention, Computer Simulation, Down Syndrome, Occupational Therapy
Cheng, Liang; Zhang, Wen; Wang, Jiechen; Li, Manchun; Zhong, Lishan – Journal of Geography in Higher Education, 2014
Geographic information science (GIS) features a wide range of disciplines and has broad applicability. Challenges associated with rapidly developing GIS technology and the currently limited teaching and practice materials hinder universities from cultivating highly skilled GIS graduates. Based on the idea of "small core, big network," a…
Descriptors: Foreign Countries, Geography, Geography Instruction, Geographic Information Systems
Webb, Allen, Ed. – Routledge, Taylor & Francis Group, 2011
What are the realities and possibilities of utilizing on-line virtual worlds as teaching tools for specific literary works? Through engaging and surprising stories from classrooms where virtual worlds are in use, this book invites readers to understand and participate in this emerging and valuable pedagogy. It examines the experience of high…
Descriptors: Computer Simulation, Teaching Methods, Literature, Classroom Techniques
Peterson, Mark – CALICO Journal, 2011
This article investigates research on the use of network-based three-dimensional virtual worlds in computer-assisted language learning (CALL). The significant features of the major types of virtual world currently utilized are examined, as are the hypothesized advantages and issues associated with their use. This is followed by a critical review…
Descriptors: Teacher Role, Educational Technology, English (Second Language), Second Language Learning
Nelson, Brian C.; Erlandson, Benjamin; Denham, Andre – British Journal of Educational Technology, 2011
In this paper, we take a designer's look at how the activities and data of learning and assessment can be structured in immersive virtual game environments called Massively Multi-Player Online Games (MMOG). In doing so, we examine the channels of evidence through which learning and assessment activities are derived in MMOGs, offering examples of…
Descriptors: Evidence, Data, Learning Activities, Educational Assessment
Nilsson, Elisabet M.; Jakobsson, Anders – Journal of Science Education and Technology, 2011
The empirical study, in this article, involved 42 students (ages 14-15), who used the urban simulation computer game SimCity 4 to create models of sustainable future cities. The aim was to explore in what ways the simulated "real" worlds provided by this game could be a potential facilitator for science learning contexts. The topic investigated is…
Descriptors: World Problems, Student Attitudes, Focus Groups, Interviews
Liao, Wen-Wei; Ho, Rong-Guey – Turkish Online Journal of Educational Technology - TOJET, 2011
One of the major weaknesses of the item exposure rates of figural items in Intelligence Quotient (IQ) tests lies in its inaccuracies. In this study, a new approach is proposed and a useful test tool known as the Virtual Item Bank (VIB) is introduced. The VIB combine Automatic Item Generation theory and image processing theory with the concepts of…
Descriptors: Intelligence Quotient, Intelligence Tests, Computer Assisted Testing, Adaptive Testing
Ruiz-Martinez, A.; Pereniguez-Garcia, F.; Marin-Lopez, R.; Ruiz-Martinez, P. M.; Skarmeta-Gomez, A. F. – IEEE Transactions on Learning Technologies, 2013
In the teaching of computer networks the main problem that arises is the high price and limited number of network devices the students can work with in the laboratories. Nowadays, with virtualization we can overcome this limitation. In this paper, we present a methodology that allows students to learn advanced computer network concepts through…
Descriptors: Computer Networks, Concept Teaching, Science Process Skills, Teaching Methods
Hubner, Ronald; Steinhauser, Marco; Lehle, Carola – Psychological Review, 2010
The dual-stage two-phase (DSTP) model is introduced as a formal and general model of selective attention that includes both an early and a late stage of stimulus selection. Whereas at the early stage information is selected by perceptual filters whose selectivity is relatively limited, at the late stage stimuli are selected more efficiently on a…
Descriptors: Attention Control, Evaluation Methods, Psychology, Attention
Arora, Payal; Itu, Sorina – International Journal of Game-Based Learning, 2012
The battle between educators and entertainers continues when it comes to gaming. While this is so, the edutainment battleground has expanded to include actors outside formal schooling agencies, namely International Non-Governmental Organizations (INGOs). These actors employ digital games with the aim to educate and activate towards specific social…
Descriptors: Activism, Educational Games, International Organizations, Nongovernmental Organizations
McKnight, John Carter – Bulletin of Science, Technology & Society, 2012
Early utopian notions of Internet-based community as enabling transcendence of earthly governments and cultural divides manifested in the massively multiplayer online nongame platform, Second Life. However, while platform users nearly unanimously chose governance regimes based on professional management rather than democratic self-governance, one…
Descriptors: Internet, Computer Simulation, Computer Mediated Communication, Conflict
Arvanitis, Panagiotis – Research-publishing.net, 2013
In the first half of the twentieth century, notions such as linguistic structures and students' linguistic capacity were the traditional elements of any language teaching. These notions are yielding their place to the functional use of language and how language is being shaped by the different communicative situations. This communicative approach…
Descriptors: Speech Acts, Second Language Learning, Second Language Instruction, Teaching Methods
Owens, Trevor – Cultural Studies of Science Education, 2012
The 2008 commercial video game "Spore" allowed more than a million players to design their own life forms. Starting from single-celled organisms players played through a caricature of natural history. Press coverage of the game's release offer two frames for thinking about the implications of the game. Some scientists and educators saw the game as…
Descriptors: Educational Games, Video Games, Science Interests, Community