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 …
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 …
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 …
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 …
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 …
Executive summary The Blended Synchronous Learning Project sought to investigate how rich-media technologies such as web conferencing, desktop video conferencing and virtual …
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 …
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 …
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 …