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Ausburn, Lynna J.; Martens, Jon; Dotterer, Gary; Calhoun, Pat – Journal of Educational Technology, 2009
This paper presents a review of literature that introduces major concepts and issues in using avatars and pedagogical agents in first- and second-person virtual environments (VEs) for learning online. In these VEs, avatars and pedagogical agents represent self and other learners/participants or serve as personal learning "guides". The…
Descriptors: Literature Reviews, Computer Simulation, Virtual Classrooms, Computer Graphics
Klopfer, Eric – MIT Press (BK), 2008
New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with scholars, teachers, and students alike. In "Augmented Learning", Eric Klopfer describes the largely untapped potential of mobile learning games--games played on such handheld devices as cell phones, Game…
Descriptors: Electronic Learning, Video Games, Educational Games, Lifelong Learning
Johnson, L.; Smith, R.; Levine, A.; Haywood, K. – New Media Consortium, 2010
The "Horizon Report" series is the most visible outcome of the New Media Consortium's Horizon Project, an ongoing research effort established in 2002 that identifies and describes emerging technologies likely to have a large impact on teaching, learning, research, or creative expression within education around the globe. This volume, the "2010…
Descriptors: Advisory Committees, Elementary Secondary Education, Creative Activities, Global Approach
Pirius, Landon K.; Creel, Gill – EDUCAUSE Quarterly, 2010
In an online class, it's not unusual to never see a teacher or classmates face-to-face. It's not unusual to interact with an instructor and classmates through discussion boards or e-mail and to get information through online documents and presentations rather than live lectures. In the spring of 2009 students in the online class "Warcraft:…
Descriptors: Online Courses, Asynchronous Communication, Course Content, Video Games
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
Hamalainen, Raija – Computers & Education, 2008
Especially in vocational education, attention should be paid not only to the use of new technological solutions but also to collaborative learning and cooperative working methods in order to develop students' skills for their future jobs. This study involves a design experiment including the design process of a new game environment, description of…
Descriptors: Vocational Education, Technology Integration, Cooperative Learning, Skill Development
Imholz, Susan – Thinking Skills and Creativity, 2008
Clinical research in expressive therapies, psychodrama in particular, offer education researchers and software designers descriptive analyses and evidence-based impact studies on attitudinal shifts and enhanced problem solving abilities for patients and students who participate in psychodrama role-play. Gaming environments and virtual worlds that…
Descriptors: Informal Education, Computer Assisted Instruction, Change Agents, Patients
Dodge, Tyler; Barab, Sasha; Stuckey, Bronwyn; Warren, Scott; Heiselt, Conan; Stein, Richard – Journal of Interactive Learning Research, 2008
This research began with the premise that video game play, especially as it relates to participation in persistent virtual worlds, provides fictional spaces where players engage in cognitive and communicative practices that can be personally transformative in prosocial ways. Players' experiences with these worlds are as much defined by the…
Descriptors: Video Games, Play, Ethnography, Children
Edwards, Peter – Kappa Delta Pi Record, 2008
Assistive technology (AT)--the use of technology to assist individuals with disabilities--encompasses a wide range of applications including problems with reading, writing, and language arts; speech-language disorders; students with mild disabilities; and older students. An exciting and motivational use of AT to assist readers that has not been…
Descriptors: Educational Technology, Creative Thinking, Assistive Technology, Thinking Skills
Gonzalez, Carina S.; Blanco, Francisco – Simulation & Gaming, 2008
Different approaches have demonstrated that learning improves when implemented in a constructivist and social way. In addition, electronic games and simulations are perceived to have high educational value because of their motivational and emotional factors. This potential value can be developed by defining appropriate scenarios in which players…
Descriptors: Constructivism (Learning), Video Games, Educational Games, Integrated Curriculum
Foster, Andrea L. – Chronicle of Higher Education, 2007
Immersive Education is a multimillion-dollar project devoted to build virtual-reality software exclusively for education within commercial and nonprofit fantasy spaces like Second Life. The project combines interactive three-dimensional graphics, Web cameras, Internet-based telephony, and other digital media. Some critics have complained that…
Descriptors: Video Games, Fantasy, Computer Software, Foreign Countries
Demski, Jennifer – T.H.E. Journal, 2009
For a growing group of educators, the online role-playing game World of Warcraft, Blizzard Entertainment's massively popular massively multiplayer online role-playing game (MMORPG), is a place to go to relax, network, and discover potential learning strategies-- and slay a few monsters if they get in the way. The online role-playing game World of…
Descriptors: Video Games, Role Playing, Fantasy, Computer Mediated Communication
Neville, David O.; Shelton, Brett E. – Simulation & Gaming, 2010
As 3D digital game-based learning (3D-DGBL) for the teaching of literature and history gradually gains acceptance, important questions will need to be asked regarding its method of design, development, and deployment. This article offers a synthesis of contemporary pedagogical, instructional design, new media, and literary-historical theories to…
Descriptors: Curriculum Development, Social Networks, Humanities Instruction, Literature
Spiegelman, Marsha; Glass, Richard – Journal of Educational Technology Systems, 2009
Gaming and social networking define the millennial student. This research focuses on an evolving collaboration between 2 faculty members of different disciplines who merged Web 2.0 and game scenarios to infuse research techniques as integral components of math/computer science courses. Blogs and wikis facilitated student-faculty interaction beyond…
Descriptors: Research Skills, College Faculty, College Students, Mathematics Instruction
Perkins, Ross A.; Arreguin, Cathy – Learning & Leading with Technology, 2007
The communication and collaborative interface known as a multi-user virtual environment (MUVE), has existed since as early as the late 1970s. MUVEs refer to programs that have an animated character ("avatar") controlled by a user within a wider environment that can be explored--or built--at will. Second Life, a MUVE created by San Francisco-based…
Descriptors: Middle Schools, Distance Education, Immigrants, Migrants