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Mavridis, Apostolos; Tsiatsos, Thrasyvoulos; Terzidou, Theodouli – International Journal of Game-Based Learning, 2016
This paper focuses on methodologies of serious games deployment and evaluation. Particularly, this study will present a specific category of serious games that are based on Collaborative Virtual Environments and they aim to support Collaborative Learning. We call these serious games Collaborative Virtual Educational Games (CVEG). The paper aims to…
Descriptors: Virtual Classrooms, Instructional Design, Cooperative Learning, Educational Games
Ausburn, Lynna J.; Ausburn, Floyd B.; Kroutter, Paul J. – International Journal of Adult Vocational Education and Technology, 2013
This study used a cross-case analysis methodology to compare four line-of-inquiry studies of desktop virtual environments (DVEs) to examine the relationships of gender and computer gaming experience to learning performance and perceptions. Comparison was made of learning patterns in a general non-technical DVE with patterns in technically complex,…
Descriptors: Computer Games, Gender Differences, Case Studies, Virtual Classrooms
Terry, Krista, Ed.; Cheney, Amy, Ed. – IGI Global, 2016
The integration of emerging technologies in higher education presents a new set of challenges and opportunities for educators. With a growing need for customized lesson plans in online education, educators are rethinking the design and development of their learning environments. "Utilizing Virtual and Personal Learning Environments for…
Descriptors: Virtual Classrooms, Higher Education, Electronic Learning, Technology Uses in Education
Whitton, Nicola, Ed.; Moseley, Alex, Ed. – Routledge, Taylor & Francis Group, 2012
"Using Games to Enhance Learning and Teaching" provides educators with easy and practical ways of using games to support student engagement and learning. Despite growing interest in digital game-based learning and teaching, until now most teachers have lacked the resources or technical knowledge to create games that meet their needs. The only…
Descriptors: Learner Engagement, Electronic Learning, Educational Games, Theory Practice Relationship
Franetovic, Marija – ProQuest LLC, 2012
Current educational initiatives encourage the use of authentic learning environments to realistically prepare students for jobs in a constantly changing world. Many students of the Millennial generation may be social media savvy. However, what can be said about learning conditions and student readiness for active, reflective and collaborative…
Descriptors: Educational Environment, Virtual Classrooms, Cooperative Learning, Learner Engagement
Franklin, Teresa J. – Journal of Educational Technology, 2008
Higher education and in particular Colleges of Education are viewed as falling behind in the use of technology for teaching and learning (Lederman & Niess, 2000). With today's student population identified as digital natives and the evening news discussing the potential of virtual worlds as new learning environments, an examination of the…
Descriptors: Computer Simulation, Social Systems, Internet, Social Media
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