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Hollett, Ty; Luo, Siyuan; Turcotte, Nate; Ramsay, Crystal; Stubbs, Chris; Zidik, Zac – E-Learning and Digital Media, 2020
This article examines embodied interaction in a virtual reality learning environment. Studies of embodied interaction in immersive learning environments, like virtual reality, tend to treat all bodies the same without considering the nuanced cultural histories those bodies have with being mobile, especially within--and beyond--technology-mediated…
Descriptors: Computer Simulation, Simulated Environment, Educational Technology, Technology Uses in Education
Heinimäki, Olli-Pekka; Volet, Simone; Vauras, Marja – Frontline Learning Research, 2020
Prior research on the significance of roles in collaborative learning has explored their impact when they are pre-assigned to group members. In this article, it is argued that focusing on assigned roles downplays the spontaneous, emergent, and interactional nature of roles in small task groups and that this focus has limited the development of…
Descriptors: Cooperative Learning, Science Education, Role, Group Dynamics
Fassetta, Giovanna, Ed.; Al-Masri, Nazmi, Ed.; Phipps, Alison, Ed. – Multilingual Matters, 2020
This book details online academic collaborations between universities in Europe, the USA and Palestine. The chapters recount the challenges and successes of online collaborations which promote academic connections and conversations with the Gaza Strip, despite a continuing blockade imposed on Gaza since 2007, and forge relationships between…
Descriptors: International Cooperation, Universities, Computer Mediated Communication, Interpersonal Relationship
Santoianni, Flavia; Ciasullo, Alessandro – Research on Education and Media, 2018
Adaptive learning environments design has been originally influenced by the adaptive learning environments model, which has been recently re-shaped by the bio-educational adaptive approach. Adaptive and bio-educational models share the common main idea that education should be adaptive. Since the 90's the adoption of an adaptive educational point…
Descriptors: Instructional Design, Hypermedia, Computer Uses in Education, Computer Simulation
AlGhamdi, Boushra Abdul-Aziz; AL-Garni, Shorouq Ali; Qutob, Maysa M. – English Language Teaching, 2018
This study compares males and females perception of the effect of social media on their social interaction to understand the difference between both genders. The study follows a mixed-method methodology using a questionnaire with closed-ended items and open-ended questions. Responses to the questionnaire are collected form 207 male and female…
Descriptors: Gender Differences, Time Management, Foreign Countries, Comparative Analysis
Goksu, Idris; Islam Bolat, Yusuf – Review of Education, 2021
In this meta-analysis, the aim is to determine the overall effect of the ARCS (attention, relevance, confidence, satisfaction) model of motivation on students' academic achievement, motivation, attention, relevance, confidence and satisfaction. Additionally, the effect of the model is analysed according to the learning environment in which the…
Descriptors: Models, Student Motivation, Academic Achievement, Attention
Elizabeth Enkin; Olha Tytarenko; Eric Kirschling – CALICO Journal, 2021
This article discusses the development of an immersive virtual reality (VR)-infused Makerspace for experiential learning. Students in an advanced-level Russian course used a Makerspace to complete a three-part project aimed at language and cultural learning through art and presentational speaking. Participants completed a survey about their…
Descriptors: Cultural Education, Russian, Computer Simulation, Active Learning
Smith, Caroline Louise; Coleman, Sarah Kate; Ferrier, Chrystalla – Work Based Learning e-Journal International, 2019
Training in laboratory competency is an important part of biomedical student skill acquisition in preparation for both the workplace and accreditation. Virtual laboratory simulations are currently used in core modules at University of Westminster to prepare biomedical science students for laboratory sessions. These simulations are used for…
Descriptors: Employer Attitudes, Student Attitudes, Computer Simulation, Science Laboratories
Diaz-Noguera, María Dolores; Hervas-Gomez, Carlos; De-la-Calle, Ana María – Journal of Turkish Science Education, 2019
This empirical study presents university students' perceptions of professional competences through the use of such technologies as Augmented Reality (AR). The possibilities offered by this technology allow designing educational environments with different contexts that involve nontraditional practices. An online questionnaire was used to gather…
Descriptors: College Students, Student Attitudes, Competence, Computer Simulation
Daaif, Jabran; Zerraf, Soufiane; Tridane, Malika; Benmokhtar, Said; Belaaouad, Said – Cogent Education, 2019
Technological innovation in science provides complementary tools for exploring new teaching strategies within a pedagogical framework that promotes interaction between the teacher and the learner. This work is based on the implementation of a computer application modeling crystallographic material structures, in order to identify and study the…
Descriptors: Chemistry, Science Instruction, Science Experiments, Computer Uses in Education
Xie, Ying; Ryder, Lanhui; Chen, Yan – TechTrends: Linking Research and Practice to Improve Learning, 2019
This case study explored college students' use of interactive virtual reality tools (Google Cardboard and Expeditions) for learning Chinese as a foreign language. Specifically, the purpose of the study was to probe into students' perceived benefits and challenges of using VR tools for Chinese language and culture learning. Twelve students were…
Descriptors: College Students, Chinese, Second Language Learning, Computer Simulation
Scagnoli, Norma I.; Choo, Jinhee; Tian, Jing – British Journal of Educational Technology, 2019
Video lectures (VL), considered an effective means for delivering course content and infusing teaching presence in the virtual environment, have become very popular in education. The purpose of this study was to investigate online student experiences with VL focusing on their opinion of usefulness of VL, their satisfaction with them and their…
Descriptors: Student Attitudes, Video Technology, Teaching Methods, Computer Simulation
Henritius, Eija; Löfström, Erika; Hannula, Markku S. – British Journal of Educational Technology, 2019
This paper presents a systematic review of university students' emotions in connection with virtual learning based on 91 articles published between 2002 and 2017 in four international journals that focus on virtual learning and educational technology or on learning in higher education. These journals were considered potential channels for research…
Descriptors: Emotional Response, Educational Technology, Computer Simulation, Student Attitudes
McClendon, V. J.; Riggall, James – Educational Media and Technology Yearbook, 2019
In developing a Virtual Reality (VR) project, the library creates a democratic home for a teaching and lab space for a visiting Fulbright scholar to build energy and community around this new immersive technology. Following three academic quarters of VR teaching, workshops, community outreach, and awareness building, interviews of volunteer…
Descriptors: Computer Simulation, Simulated Environment, Teacher Attitudes, Student Attitudes
Muhammad, Muhammad – Cypriot Journal of Educational Sciences, 2020
The present research aims to investigate the implementation of project-based learning (PBL) in the ESP 21st-century education setting by using the Muvizu application that promotes students' motivation to learn English together with ICT and hadith. Hence, the researcher carried out descriptive quantitative research at the Manajemen Dakwah…
Descriptors: Learning Motivation, Student Projects, Active Learning, Second Language Learning