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Showing all 15 results Save | Export
Leah Hardesty – ProQuest LLC, 2023
This qualitative research study explored levels of social presence in Second Life (virtual world) associated with phases of knowledge construction. The study explored images and data collected from users at two discussion-based activities. The findings revealed the three levels of social presence, according to the Interactional Process Model of…
Descriptors: Learning, Computer Simulation, Interpersonal Relationship, Interaction
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Pusey, Megan; Wong, Kok Wai; Rappa, Natasha Anne – Interactive Learning Environments, 2022
This scoping review summarises the literature on resilience interventions that use interactive technology. Resilience refers to a person's mental ability to adaptively deal with challenging situations and is a key skill for dealing with challenges in life. Types of interactive technology used in resilience interventions included serious video…
Descriptors: Resilience (Psychology), Intervention, Interaction, Technology Uses in Education
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Eileen McGivney – British Journal of Educational Technology, 2025
Agency, or the capacity to take intentional actions, is considered one of the primary affordances of virtual reality (VR) for learning. VR is expected to increase learners' agency because it allows for full-body interactivity from a first-person perspective, giving them novel ways of interacting with the digital environment. Yet, agency in…
Descriptors: Technology Uses in Education, Computer Simulation, Field Trips, Personal Autonomy
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Giyoto, Giyoto; Purnomo, SF. Luthfie Arguby; Untari, Lilik; Purnama, SF. Lukfianka Sanjaya; Asiyah, Nur – Journal of Social Studies Education Research, 2019
This study attempts to construct a communication framework of video game avatars. Employing Aarseth's textonomy, Rehak's avatar's life cycle, and Lury's prosthetic culture avatar's theories as the basis of analysis on fifty-five purposively selected games, this study proposes ACTION (Avatars, Communicators, Transmissions, Instruments, Orientations…
Descriptors: Video Games, Computer Simulation, Classification, Computer Mediated Communication
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Gee, Elisabeth; Gee, James Paul – Teachers College Record, 2017
Background: Videogames and virtual worlds have frequently been studied as learning environments in isolation; that is, scholars have focused on understanding the features of games or virtual worlds as separate from or different than "real world" environments for learning. Although more recently, scholars have explored the teaching and…
Descriptors: Video Games, Simulated Environment, Computer Simulation, Teaching Methods
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Ibrahim, Karim – International Journal of Game-Based Learning, 2018
This article describes how the literature on game-based foreign language (FL) learning has demonstrated that player-game interactions have a strong potential for FL learning. However, little is known about the fine-grained dynamics of these interactions, or how they could facilitate FL learning. To address this gap, the researcher conducted a…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Second Language Learning
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Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed.; Sampson, Demetrios G., Ed. – Cognition and Exploratory Learning in the Digital Age, 2022
This volume focuses on the implications of digital technologies for educators and educational decision makers that are not widely represented in the literature. The chapters contained in the volume are based on the presentations at the 2020 edition of the CELDA conference and cover multiple developments in the field such as deploying learning…
Descriptors: Educational Technology, Electronic Learning, Technology Integration, Teaching Methods
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Mohsen, Mohammed Ali – Journal of Educational Computing Research, 2016
One of the main issues in language learning is to find ways to enable learners to interact with the language input in an involved task. Given that computer-based simulation allows learners to interact with visual modes, this article examines how the interaction of students with an online video simulation affects their second language video…
Descriptors: Computer Simulation, Computer Assisted Instruction, English (Second Language), Second Language Instruction
Wainess, Richard; Koenig, Alan; Kerr, Deirdre – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2011
Effective design of training-related games (games for training and/or assessment) requires synergy between the mechanisms for delivering instructional content and the mechanisms for learning game play and game functionality (Becker, 2006). The learning domain must be embedded as a core game mechanic: that is, the game cannot be advanced or won…
Descriptors: Direct Instruction, Play, Video Games, Educational Games
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Black, Rebecca W.; Korobkova, Ksenia; Epler, Alexandra – Journal of Early Childhood Literacy, 2014
This paper examines the ways in which Mattel's "Barbie Girls" and "Xtractaurs," online sites aimed at girls and boys of six years of age and up, respectively, offer markedly distinct literate and semiotic resources for their young users. Analysis focuses on the multimodal layers of meaning and the mediating tools,…
Descriptors: Play, Interaction, Content Analysis, Web Sites
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deNoyelles, Aimee; Seo, Kay Kyeong-Ju – Computers & Education, 2012
A 3D multi-user virtual environment holds promise to support and enhance student online learning communities due to its ability to promote global synchronous interaction and collaboration, rich multisensory experience and expression, and elaborate design capabilities. Second Life[R], a multi-user virtual environment intended for adult users 18 and…
Descriptors: Electronic Learning, Class Activities, Video Games, Females
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Clarke, Christopher Peter – Program: Electronic Library and Information Systems, 2012
Purpose: This paper aims to examine the experiences of new users of Second Life in order to identify potential barriers and attractors to the expansion of the userbase and therefore the market for in-world information services. Design/methodology/approach: A multi-faceted methodological approach was taken utilising two questionnaires (pre- and…
Descriptors: Interviews, Interpersonal Relationship, Interaction, Electronic Libraries
Squire, Kurt D. – Educational Technology, 2007
Computer and video games have recently attracted significant attention from educators as a medium for learning. Clark's (2007) critique of the "Serious Games" movement provides a set of useful guidelines for moving that particular industry forward. This article argues for another way of framing the emerging field, as "Games, Learning, and…
Descriptors: Video Games, Educational Practices, Computer Simulation, Computers
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Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2018
The aim of the 2018 International Association for Development of the Information Society (IADIS) Cognition and Exploratory Learning in the Digital Age (CELDA) conference was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There have been advances in both cognitive…
Descriptors: Learning Processes, Teaching Methods, Educational Technology, Technology Uses in Education
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Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2014
For the thirty-seventh year, the Research and Theory Division and the Division of Instructional Design of the Association for Educational Communications and Technology (AECT) sponsored the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Jacksonville, Florida. This year's Proceedings…
Descriptors: Research and Development, Web Sites, Educational Technology, Technology Uses in Education