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Zipp, Sarah A.; Craig, Scotty D. – Educational Technology Research and Development, 2019
Biases influence the decisions people make in everyday life, even if they are unaware of it. The current study investigates the extent bias behavior transfers into social interactions in virtual worlds by investigating the effect of aversive racism on helping behaviors and learning within a virtual world for medical triage training. In a 2 × 2 × 2…
Descriptors: Behavior, Interaction, Interpersonal Relationship, Computer Mediated Communication
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Nikolaos Pellas – Computers in the Schools, 2024
There is substantial evidence that incorporating interactive environments for game-based instruction has a significant potential to support the development of computational thinking and programming skills in primary education students. However, it is not clear whether a simulation game (SG) with different user interface elements, created via…
Descriptors: Foreign Countries, Extracurricular Activities, Computer Science Education, Elementary School Students
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Teemu H. Laine; Woohyun Lee – IEEE Transactions on Learning Technologies, 2024
The metaverse is a network of interoperable and persistent 3-D virtual worlds where users can coexist and interact through mechanisms, such as gamification, nonfungible tokens, and cryptocurrencies. Although the metaverse is a theoretical construct today, many collaborative virtual reality (CVR) applications have emerged as potential components of…
Descriptors: Computer Simulation, Simulated Environment, College Students, Student Attitudes
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Borona, Stefania; Tambouris, Efthimios; Tarabanis, Konstantinos – International Journal of Learning Technology, 2018
The rapid development of information and communication technologies (ICTs) is influencing the way we learn. 3D multi-user virtual environments (3D MUVEs) are emerging technology that is increasingly used in computer assisted language learning (CALL). Virtual environments are immersive, virtual worlds that could enhance second language learning…
Descriptors: Computer Assisted Instruction, Second Language Learning, Second Language Instruction, Case Studies
Castillo, Maria Iliana – ProQuest LLC, 2016
This dissertation addressed the question of how the virtual world of Second Life used in combination with a distance learning course platform contributed to improving the oral communication skills of adult learners in an English as a second language context. Over recent years, research in the field has attempted to explore the different classroom…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Computer Simulation
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Sulisetijono, S.; Sunarmi, S.; Rochmah, Azizah Nur – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2023
The electronic-module (e-module) is one of the teaching materials needed so that the learning process can take place optimally. E-module owned by UM biology students generally do not use the latest technology. Augmented Reality (AR) is a form of technology where there is a process of integrating the virtual world with the real world. Not a few…
Descriptors: Biology, Scientific Literacy, Research and Development, Science Instruction
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Abu Hanna Nahhas, Eman; Yazbak Abu Ahmad, Manal – Intercultural Education, 2022
This case study aims to explore the experience of a group of religious Druze students in an advanced distance learning intercollegiate course on multiculturalism, that involved a distant learning platform and a virtual world (VW). Though 96 students from four different colleges and backgrounds took part in this intercollegiate course, this study…
Descriptors: Cultural Pluralism, Multicultural Education, Intercollegiate Cooperation, Distance Education
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Kruk, Mariusz – Innovation in Language Learning and Teaching, 2021
The present paper presents the results of a study which examined fluctuations in the levels of foreign language anxiety (FLA) in the virtual world Second Life (SL) and factors accounting for such changes as reported by a female student of English philology. The student participated in 14 sessions over the period of one semester. Using data…
Descriptors: Anxiety, Communication (Thought Transfer), Second Language Learning, Second Language Instruction
PACER Center, 2020
Students now live at a time of instant access to cell phones, tablets, or computers, which open the door to exciting new ways of connecting, interacting, and learning. However, these new modes of communication also present new challenges for parents. Not only do parents have to help children and youth navigate in-person social situations, they…
Descriptors: Bullying, Computer Mediated Communication, Parent Role, Intervention
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Wang, Chien-pang; Lan, Yu-Ju; Tseng, Wen-Ta; Lin, Yen-Ting R.; Gupta, Kao Chia-Ling – Computer Assisted Language Learning, 2020
The 3D virtual worlds (3DVWs) were widely used for language learning in the past two decades. Although numerous research studies acknowledged the affordance, a full-scale investigation that discussed how they can be applied to language learning with substantial evidence of effect sizes were not presented. Thus, this analysis aimed to synthesize…
Descriptors: Computer Simulation, Second Language Learning, Affordances, Effect Size
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Flink, Patrick – College Student Journal, 2019
Neurodiverse students in college are not only an often marginalized population on campus, but face numerous challenges when pursuing a degree. Innovative teaching and learning practices may help neurodiverse students with such challenges. Second Life (SL), an online virtual world, has been used as an educational platform both inside and outside…
Descriptors: Computer Simulation, Electronic Learning, College Students, Neurological Impairments
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Marsh, Jackie – Journal of Research in Reading, 2014
This paper reports on a study of the purposes for literacy discernible in young children's use of the virtual world, "Club Penguin." Twenty-six children aged between 5 and 11 took part in semi-structured interviews in which their use of virtual worlds was explored. Further, three 11-year-old children were filmed using "Club…
Descriptors: Literacy Education, Educational Technology, Clubs, Semi Structured Interviews
Roop, Joan – ProQuest LLC, 2022
The lack of access for the traditional clinical experience for nursing students, especially those in an Associate Degree nursing program, and the projected shortage of nursing faculty to educate nursing students in the clinical setting, fosters the utilization of different educational methodologies. The purpose of this action research study was to…
Descriptors: Nursing Education, Associate Degrees, Simulation, Clinical Experience
Blair, Peter J. – ProQuest LLC, 2017
The goal of this study was to examine the professional development experiences of two contrastive participants while they were creating standards-based individualized education plan (IEP) goals using a virtual world called TeacherSim. Two specific focuses of the study were on how special educators engaged with the task of creating standards-based…
Descriptors: Professional Development, Case Studies, Academic Standards, Curriculum Development
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Wang, Yi Fei; Petrina, Stephen; Feng, Francis – British Journal of Educational Technology, 2017
3D virtual worlds are promising for immersive learning in English as a Foreign Language (EFL). Unlike English as a Second Language (ESL), EFL typically takes place in the learners' home countries, and the potential of the language is limited by geography. Although learning contexts where English is spoken is important, in most EFL courses at the…
Descriptors: Computer Simulation, Second Language Learning, Second Language Instruction, English (Second Language)
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