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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
Yamaguchi, Ryoko; Hall, Adam – National Center for Education Research, 2017
Between 2002 and 2014, the Institute of Education Sciences (Institute) supported over 400 projects focused on education technology through the National Center for Education Research (NCER) and the National Center for Special Education Research (NCSER). The majority of this work has been funded through Education Technology research topics of NCER…
Descriptors: Educational Technology, Educational Research, Research Projects, Public Agencies
Ramdass, Darshanand – Cultural Studies of Science Education, 2012
This article extends the discussion started by Margaret Beier, Leslie Miller, and Shu Wang's (2012) paper, "Science games and the development of possible selves". In this paper, I suggest that a theoretical framework based on a sociocultural theory of learning is critical in learning in a virtual environment. I will discuss relevant research on…
Descriptors: Virtual Classrooms, Science Education, Learning Theories, Sociocultural Patterns
Rowe, Jonathan P.; Shores, Lucy R.; Mott, Bradford W.; Lester, James C. – International Journal of Artificial Intelligence in Education, 2011
A key promise of narrative-centered learning environments is the ability to make learning engaging. However, there is concern that learning and engagement may be at odds in these game-based learning environments. This view suggests that, on the one hand, students interacting with a game-based learning environment may be engaged but unlikely to…
Descriptors: Problem Solving, Educational Technology, Virtual Classrooms, Educational Environment
Barres, David Griol; Carrion, Zoraida Callejas; Lopez-Cozar Delgado, Ramon – IGI Global, 2013
By providing students with the opportunities to receive a high quality education regardless of their social or cultural background, inclusive education is a new area that goes beyond traditional integration approaches. These approaches hope to provide the educative system with the ability to adapt to the diversity of its students. Technologies for…
Descriptors: Inclusion, Educational Technology, Virtual Classrooms, Educational Quality
Hunter, Elizabeth M.; Jordan, Hope M. – Journal on School Educational Technology, 2009
This paper addresses both the need and benefit of using technology in our K-12 and higher education settings. It also provides suggestions and samples for application of modern technology in schools. Teachers will be challenged to advance their lessons using technology that students are already familiar with and using in their personal lives.…
Descriptors: Elementary Secondary Education, Educational Technology, Technology Uses in Education, Interactive Video
IGI Global, 2018
The rapid growth in online and virtual learning opportunities has created culturally diverse classes and corporate training sessions. Instruction for these learning opportunities must adjust to meet participant needs. "Online Course Management: Concepts, Methodologies, Tools, and Applications" is a comprehensive reference source for the…
Descriptors: Online Courses, Electronic Learning, Distance Education, Educational Trends
Evans, Michael A.; Wang, Feihong – Journal of Educational Technology, 2008
Of late, digital game-based learning has attracted game designers, researchers and educators alike. Immersion in the virtual 3D environment of a game may have positive effects on K-12 students' cultivation of self (Dodge et al., 2006). Currently, two opposing views related to game-based identity formation are presented in the literature: the…
Descriptors: Educational Technology, Virtual Classrooms, Academic Achievement, Technology Uses in Education
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