[图书][B] Gameful second and foreign language teaching and learning: Theory, research, and practice

J Reinhardt - 2018 - books.google.com
This book offers a comprehensive examination of the theory, research, and practice of the
use of digital games in second and foreign language teaching and learning (L2TL). It …

Situating pedagogies, positions and practices in immersive virtual worlds

M Savin-Baden, L Gourlay, C Tombs, N Steils… - Educational …, 2010 - Taylor & Francis
Background: The literature on immersive virtual worlds and e-learning to date largely
indicates that technology has led the pedagogy. Although rationales for implementing e …

[图书][B] Design of technology-enhanced learning: Integrating research and practice

M Bower - 2017 - emerald.com
The ability for learners to interact online via their avatars in a 3-D simulation space means
that virtual worlds afford a host of educational opportunities not offered by other learning …

Game‐based feedback for educational multi‐user virtual environments

D Charles, T Charles, M McNeill… - British Journal of …, 2011 - Wiley Online Library
It is generally accepted that informative and timely feedback is important to a student's
learning experience within higher education. In the study of commercial digital games it has …

A (visual) novel route to learning: a taxonomy of teaching strategies in visual novels

J Camingue, EF Melcer, E Carstensdottir - Proceedings of the 15th …, 2020 - dl.acm.org
Interactive narratives are widely used to frame and contextualize education in games.
However, the specifics of how their designs aid the learning process and outcomes remains …

Authenticity in learning for the twenty-first century: Bridging the formal and the informal

D Hung, SS Lee, KYT Lim - Educational Technology Research and …, 2012 - Springer
The paper attempts to bridge informal and formal learning by leveraging on affordance
structures associated with informal environments to help learners develop social, cognitive …

[PDF][PDF] Blended synchronous learning: A handbook for educators

M Bower, B Dalgarno, G Kennedy, MJW Lee, J Kenney - 2014 - ltr.edu.au
Executive summary The Blended Synchronous Learning Project sought to investigate how
rich-media technologies such as web conferencing, desktop video conferencing and virtual …

The computer-mediated communication (CMC) classroom: A challenge of medium, presence, interaction, identity, and relationship

JC Sherblom - Communication Education, 2010 - Taylor & Francis
There is a “prevalence of computer-mediated communication (CMC) in education,” and a
concern for its negative psychosocial consequences and lack of effectiveness as an …

El uso de metaversos en el mundo educativo: Gestionando conocimiento en Second Life

F Checa García - REDU. Revista de Docencia Universitaria, 2011 - riunet.upv.es
[ES] El mundo de la educación fue afectado hace varios años por la irrupción de forma
intensiva de la tecnología que logró que las modalidades de formación a distancia se …

3D virtual worlds as art media and exhibition arenas: Students' responses and challenges in contemporary art education

L Lu - Studies in Art Education, 2013 - Taylor & Francis
3D virtual worlds (3D VWs) are considered one of the emerging learning spaces of the 21st
century; however, few empirical studies have investigated educational applications and …