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Hacer Efe; Ünsal Umdu Topsakal – Interactive Learning Environments, 2024
Interactive learning environments are new generation learning environments that support the use of technology in education. The most popular and most entertaining of these technological learning environments are digital games. Within the scope of the study, digital games and health education related keywords were searched in ProQuest, Web of…
Descriptors: Interaction, Educational Technology, Video Games, Health Education
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Alshammari, Ali – Interactive Learning Environments, 2023
Research relevant to Captology in education is in its infancy. Despite its relative newness, a dearth of literature exists on the subject that addresses the design of a persuasive game for educational purposes. Up to this point, the literature does not include any instructional design theories or theoretical frameworks that can be used…
Descriptors: Game Based Learning, Theories, Game Theory, Design
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Fussell, Stephanie G.; Truong, Dothang – Interactive Learning Environments, 2023
Virtual reality (VR) is the latest type of technology being developed and rapidly integrated into training environments. This study investigated students' intentions to use VR for training. The Technology Acceptance Model (TAM) was expanded to include two factors that are relevant to using VR in a dynamic learning environment. A survey of 310…
Descriptors: Computer Simulation, Aviation Education, Technology Uses in Education, Student Attitudes
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Lu, Andrew; Chan, Sandra; Cai, Yiyu; Huang, Lihui; Nay, Zin Tun; Goei, Sui Lin – Interactive Learning Environments, 2018
Autism Spectrum Disorder (ASD) is a developmental disorder with different levels of severity. Although the exact causes of ASD is not yet known, nor is there a medical cure for ASD to date, special facilities and schools have been established to help individuals coping better and becoming more independent. With the advancement in Virtual Reality…
Descriptors: Autism, Pervasive Developmental Disorders, Simulated Environment, Educational Technology
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Calvo-Ferrer, José Ramón – Interactive Learning Environments, 2020
Although the "digital natives" theory is still used to justify the implementation of technologies such as video games in the language classroom, whether digital nativeness (i.e. the extent to which an individual embodies the characteristics attributed to digital natives) may be used as a predictor of digital game-based learning outcomes…
Descriptors: Computer Games, Video Games, Second Language Instruction, Second Language Learning
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Beserra, Vagner; Nussbaum, Miguel; Grass, Antonio – Interactive Learning Environments, 2017
When using educational video games, particularly drill-and-practice video games, there are several ways of providing an answer to a quiz. The majority of paper-based options can be classified as being either multiple-choice or constructed-response. Therefore, in the process of creating an educational drill-and-practice video game, one fundamental…
Descriptors: Multiple Choice Tests, Drills (Practice), Educational Games, Video Games
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Chen, Yu-Hsuan; Wang, Chang-Hwa – Interactive Learning Environments, 2018
Although research has indicated that augmented reality (AR)-facilitated instruction improves learning performance, further investigation of the usefulness of AR from a psychological perspective has been recommended. Researchers consider presence a major psychological effect when users are immersed in virtual reality environments. However, most…
Descriptors: Simulated Environment, Educational Technology, Technology Uses in Education, Psychological Patterns
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Garneli, Varvara; Chorianopoulos, Konstantinos – Interactive Learning Environments, 2018
Various aspects of computational thinking (CT) could be supported by educational contexts such as simulations and video-games construction. In this field study, potential differences in student motivation and learning were empirically examined through students' code. For this purpose, we performed a teaching intervention that took place over five…
Descriptors: Science Instruction, Teaching Methods, Educational Technology, Technology Uses in Education
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Bahreini, Kiavash; Nadolski, Rob; Westera, Wim – Interactive Learning Environments, 2017
The teaching of communication skills is a labour-intensive task because of the detailed feedback that should be given to learners during their prolonged practice. This study investigates to what extent our FILTWAM facial and vocal emotion recognition software can be used for improving a serious game (the Communication Advisor) that delivers a…
Descriptors: Communication Skills, Skill Development, Training Methods, Computer Software
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Liu, Chiung-Lin – Interactive Learning Environments, 2017
This study used OpenTTD, a video game that supports in-depth experiential learning, to evaluate undergraduate students' opinions regarding supply chain and logistics management learning. The 101 undergraduate participants were assigned to either an experimental group or a control group. From the post-test questionnaires, the analytical results…
Descriptors: Undergraduate Students, Control Groups, Experimental Groups, Questionnaires
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Cai, Yiyu; Chiew, Ruby; Nay, Zin Tun; Indhumathi, Chandrasekaran; Huang, Lihui – Interactive Learning Environments, 2017
Basic social interaction and executing certain tasks can be difficult for children with autism spectrum disorder (ASD). The symptoms of such behaviour include inappropriate gestures, body language and facial expressions, lack of interest in certain tasks, cognitive disability in coordination of limbs, and a difficulty in comprehending tasks'…
Descriptors: Autism, Pervasive Developmental Disorders, Interaction, Interpersonal Relationship
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Erhel, Séverine; Jamet, Eric – Interactive Learning Environments, 2016
Few studies have investigated the effects of the instructions provided in educational computer games on cognitive processing and learning outcomes. In our experiment, we sought to compare the effects on learning outcomes of two different types of goal-oriented instructions: "mastery-goal" instructions, which prompt learners to develop…
Descriptors: Outcomes of Education, Goal Orientation, Instruction, Video Games
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Chen, Hao-Jan Howard; Yang, Ting-Yu Christine – Interactive Learning Environments, 2013
Several researchers have highlighted the potential of applying adventure video games in second language acquisition; however, few studies have investigated the impact of adventure games on foreign language learning. This study aimed to examine the effects of a commercial adventure video game on foreign language learning and learners' perceptions…
Descriptors: Second Language Learning, Video Games, College Students, Student Attitudes
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Infante, Cristian; Weitz, Juan; Reyes, Tomas; Nussbaum, Miguel; Gomez, Florencia; Radovic, Darinka – Interactive Learning Environments, 2010
Role Game is a co-located CSCL video game played by three students sitting at one machine sharing a single screen, each with their own input device. Inspired by video console games, Role Game enables students to learn by doing, acquiring social abilities and mastering subject matter in a context of co-located collaboration. After describing the…
Descriptors: Creativity, Video Games, Computer Peripherals, Kindergarten
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Amory, Alan – Interactive Learning Environments, 2012
It is argued that against the background of a neo-managerial and market-driven global education system, the production and use of technology to support teaching and learning perpetuates hegemonic behaviorist values. Activity theory, as a lens, is used to explore the power relations that are integral to the development and use of Reusable Learning…
Descriptors: Blended Learning, Video Games, Educational Technology, Ideology
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