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Tapsis, Nikolaos; Tsolakidis, Konstantinos; Vitsilaki, Chryssi – American Journal of Distance Education, 2012
This study explores the effects of the use of Second Life (SL) as a learning environment on a course's dialogue. An experimental design within groups was used with thirty-seven graduate students for three weeks. Half of them followed the course activities in the official Learning Management System (LMS) of the program, Blackboard Vista, and the…
Descriptors: Foreign Countries, Graduate Students, Distance Education, Computer Assisted Instruction
Oishi, Lindsay – Technology & Learning, 2007
Second Life's unstructured atmosphere and wide-open spaces where student creativity can grow and flourish are two of the reasons Pepperdine University Professor Bill Moseley integrated the program into his curriculum. In this article, the author discusses how Second Life works and its challenges. Second Life is often described as a 3-D version of…
Descriptors: Core Curriculum, Internet, Computer Simulation, Simulated Environment
Ingerman, Ake; Linder, Cedric; Marshall, Delia – Instructional Science: An International Journal of the Learning Sciences, 2009
This article attempts to describe students' process of learning physics using the notion of experiencing variation as the basic mechanism for learning, and thus explores what variation, with respect to a particular object of learning, that students experience in their process of constituting understanding. Theoretically, the analysis relies on…
Descriptors: Learning Theories, Computer Simulation, Physics, Anatomy
Jarmon, Leslie; Traphagan, Tomoko; Mayrath, Michael; Trivedi, Avani – Computers & Education, 2009
While many reports espouse the potential impact that 3-D virtual worlds are expected to have on teaching and learning in higher education in a few years, there are few empirical studies that inform instructional design and learning assessment in virtual worlds. This study explores the nature and process of learning in Second Life in a graduate…
Descriptors: Instructional Design, Experiential Learning, Content Analysis, Instructional Effectiveness
Inman, Chris; Wright, Vivian H.; Hartman, Julia A. – Journal of Interactive Online Learning, 2010
This study reviewed empirical research conducted in Second Life by educators since Second Life's launch in 2003. The study's purpose was to identify how Second Life is being used in both K-12 and higher education. The methodology, findings, and recommendations of 27 research studies were analyzed. Researchers identified potential problems when…
Descriptors: Higher Education, Elementary Secondary Education, Distance Education, Educational Technology
Sanders, Janet H.; Udoka, Silvanus J. – Simulation & Gaming, 2010
Fundamental concepts and definitions of electronic learning (eLearning) continue to emerge, and theories of eLearning that have been advanced thus far cover an array of academic perspectives including training and education, learning and knowledge, and technology and applications to specific market segments. Any study of the effectiveness and…
Descriptors: Electronic Learning, Program Effectiveness, Manufacturing, Virtual Classrooms
Dalgarno, Barney; Lee, Mark J. W. – British Journal of Educational Technology, 2010
This article explores the potential learning benefits of three-dimensional (3-D) virtual learning environments (VLEs). Drawing on published research spanning two decades, it identifies a set of unique characteristics of 3-D VLEs, which includes aspects of their representational fidelity and aspects of the learner-computer interactivity they…
Descriptors: Experiential Learning, Knowledge Representation, Virtual Classrooms, Educational Research
Falloon, Garry – British Journal of Educational Technology, 2010
This paper explores and discusses arguments for the use of virtual environments and interactive avatars in supporting the achievement of student learning goals within conventional educational contexts. It describes and evaluates arguments promoted by some authors (eg, van den Brekel, 2007; Deuchar & Nodder, 2003; Dickey, 2003; Facer, 2004; de…
Descriptors: Curriculum Development, Community Programs, Foreign Countries, Thinking Skills
Capelo, Carlos; Dias, Joao Ferreira – Educational Technology Research and Development, 2009
This study aims to be a contribution to a theoretical model that explains the effectiveness of the learning and decision-making processes by means of a feedback and mental models perspective. With appropriate mental models, managers should be able to improve their capacity to deal with dynamically complex contexts, in order to achieve long-term…
Descriptors: Feedback (Response), Models, Decision Making, Learning Processes
Thomas, Michael K.; Barab, Sasha A.; Tuzun, Hakan – Journal of Educational Computing Research, 2009
This study examined the tensions surrounding the implementation of a technology-rich educational innovation called Quest Atlantis (QA) in a local public elementary school. Three qualitative case studies of three classrooms implementing the innovation and a subsequent cross-case analysis were undertaken to illuminate: 1) the reasons why teachers…
Descriptors: Educational Innovation, Educational Technology, Case Studies, Elementary Schools
Urban-Woldron, Hildegard – Journal of Computers in Mathematics and Science Teaching, 2009
Appropriate educational technologies have the potential to make physics' concepts more accessible through visualization, modeling and multiple representations. Students are engaged in more powerful scientific activities and they are able to perform investigations that would not be possible without the use of technology. This paper presents…
Descriptors: Physics, Computer Software, Educational Technology, Internet
Horton, Lucas; Liu, Min; Olmanson, Justin; Toprac, Paul – Online Submission, 2011
In this paper we explore students' engagement in a new media enhanced problem-based learning (PBL) environment and investigate the characteristics of these environments that facilitate learning. We investigated both student experiences using a new media enhanced PBL environment and the specific elements students found most supportive of their…
Descriptors: Learner Engagement, Problem Based Learning, Grade 6, Information Processing
Drake-Bridges, Erin; Strelzoff, Andrew; Sulbaran, Tulio – Marketing Education Review, 2011
This paper explores the use of simulations in virtual reality to teach students the fundamental processes behind retailing and product development. The project described involved one class of students who developed their own clothing lines of "virtual merchandise." A second class of students then "purchased" the wholesale…
Descriptors: Retailing, Clothing, Cooperative Learning, Student Projects
Yusoff, Rasimah Che Mohd; Zaman, Halimah Badioze; Ahmad, Azlina – Australasian Journal of Educational Technology, 2011
This study investigates users' perception and acceptance of mixed reality (MR) technology. Acceptance of new information technologies has been important research area since 1990s. It is important to understand the reasons why people accept information technologies, as this can help to improve design, evaluation and prediction how users will…
Descriptors: Foreign Countries, Intention, Biomedicine, Science Instruction
Building Fictional Ethos: Analysing the Rhetorical Strategies of Persona Design for Online Role Play
Doerr-Stevens, Candance – E-Learning and Digital Media, 2011
This article presents a qualitative case study that uses discourse and social semiotic analysis methods in order to examine the rhetorical construction of fictional personas within an online role play used for learning in the college classroom. Of special focus are the differing patterns of semiotic resource use (for example, language and…
Descriptors: Rhetoric, Program Effectiveness, Semiotics, Linguistic Theory