The crossroads of English language learners, task-based instruction, and 3D multi-user virtual learning in Second Life

JCC Chen - Computers & Education, 2016 - Elsevier
Abstract English as a foreign language (EFL) learners' task-based practices in 3D multi-user
virtual environments are a dynamic avenue that has attracted research attention in current …

Challenges and strategies for educational virtual reality: Results of an expert-led forum on 3D/VR technologies across academic institutions

M Cook, Z Lischer-Katz, N Hall, J Hardesty… - Information …, 2019 - ejournals.bc.edu
Virtual reality (VR) is a rich visualization and analytic platform that furthers the library's
mission of providing access to all forms of information and supporting pedagogy and …

Using virtual reality learning environments to motivate and socialize undergraduates in distance learning

M Çoban, İ Goksu - Participatory Educational Research, 2022 - dergipark.org.tr
Interest in virtual reality technologies has increased significantly in recent years, and an
effort is being made to integrate it into educational environments. This study aims to …

The effects of virtual space on learning: A literature review

O Sköld - First Monday, 2012 - firstmonday.org
This paper examines how the effects of virtual space on learning have been elucidated in
recent research with the aim of providing both a comprehensive picture of the current state of …

Using game-based learning in virtual worlds to teach electronic and electrical engineering

MJ Callaghan, K McCusker, JL Losada… - IEEE Transactions …, 2012 - ieeexplore.ieee.org
In recent years there has been significant growth in the use of virtual worlds for e-learning.
These immersive environments offer enhanced distance learning facilities where students …

Social capital in second life

I Huvila, K Holmberg, S Ek… - Online Information Review, 2010 - emerald.com
Purpose–Second Life is a user‐created online virtual world, which is a place where people
with shared interests can meet and be together and share information. The purpose of this …

The effectiveness of a marketing virtual reality learning simulation: A quantitative survey with psychophysiological measures

B Sung, E Mergelsberg, M Teah… - British journal of …, 2021 - Wiley Online Library
Virtual reality (VR) technology has been shown to be a promising teaching method in STEM
subjects. Extending these findings, the current study is the first to develop and examine the …

[Књига][B] Teaching history in the digital age

TM Kelly - 2013 - library.oapen.org
Digital history is an approach to examining and representing the past that takes advantage
of new communication technologies such as computers and the Web. It draws on essential …

Exploring the meaningful learning of students in Second Life

T Keskitalo, E Pyykkö, H Ruokamo - Journal of Educational Technology & …, 2011 - JSTOR
This study reports a case study in which a pedagogical model, namely the Global Virtual
Education (GloVEd) model, which is based on the teaching-studying-learning process (TSL …

Barriers to supporting accessible VR in academic libraries

J Clark, Z Lischer-Katz - Temple University Libraries, 2020 - scholarshare.temple.edu
Virtual reality (VR) shows great promise for enhancing the learning experience of students in
higher education and academic libraries are at the forefront of efforts to bring VR into the …