Fostering collaborative learning in Second Life: Metaphors and affordances

K Andreas, T Tsiatsos, T Terzidou, A Pomportsis - Computers & Education, 2010 - Elsevier
In this paper we examine the transferability of the Jigsaw and Fishbowl collaborative
learning techniques to the Second Life platform. Our aim is to assess the applicability of …

Using wikis for learning and knowledge building: Results of an experimental study

J Kimmerle, J Moskaliuk, U Cress - Journal of educational technology & …, 2011 - JSTOR
Computer-supported learning and knowledge building play an increasing role in online
collaboration. This paper outlines some theories concerning the interplay between …

Participatory evaluation of an educational game for social skills acquisition

JL Tan, DHL Goh, RP Ang, VS Huan - Computers & Education, 2013 - Elsevier
This paper reports a study conducted to formally evaluate a social problem-solving skills
game during the start of the development to ensure that the desired game attributes were …

Design and development of a virtual reality simulator for advanced cardiac life support training

A Vankipuram, P Khanal, A Ashby… - IEEE journal of …, 2013 - ieeexplore.ieee.org
The use of virtual reality (VR) training tools for medical education could lead to
improvements in the skills of clinicians while providing economic incentives for healthcare …

Virtual and hybrid meetings: A mixed research synthesis of 2002-2012 research

CB Sox, SF Kline, TB Crews, SK Strick… - … of Hospitality & …, 2017 - journals.sagepub.com
This research presents an examination of literature written within hospitality and tourism
studies and within other disciplines pertaining to virtual and hybrid meeting genres over a 10 …

[HTML][HTML] The fundamental frequency: Extending sound perception theory to extended-reality collaborative environments

TA Garner - Computers & Education: X Reality, 2024 - Elsevier
It has been suggested that media and technology effectiveness in pedagogy is a myth. An
intervention is not automatically effective simply by virtue of it being new. Yet, so often, initial …

Learning efficacy and user acceptance of a game-based social skills learning environment

JL Tan, DHL Goh, RP Ang, VS Huan - International journal of child …, 2016 - Elsevier
The objectives of the research study are to investigate how a game-based learning
environment affects the learning outcomes of social skills knowledge and user acceptance …

The effects of mobile computer supported collaborative learning to improve problem solving and achievements

EB Santosa, I Degeng, S Sulton… - Journal for the Education …, 2020 - dergipark.org.tr
This research aims to prove whether mobile Computer-Supported Collaborative Learning
(mCSCL) is better at improving learning outcomes to solve problems than mobile Computer …

Collaborative learning in OpenSim by utilizing sloodle

A Konstantinidis, T Tsiatsos… - 2010 Sixth …, 2010 - ieeexplore.ieee.org
The paper introduces and proposes a hybrid approach to computer supported collaborative
learning. The approach suggests a combined use of the open source systems Moodle and …

Virtual reality training system for anytime/anywhere acquisition of surgical skills: a pilot study

M Zahiri, R Booton, CA Nelson, D Oleynikov… - Military …, 2018 - academic.oup.com
This article presents a hardware/software simulation environment suitable for
anytime/anywhere surgical skills training. It blends the advantages of physical hardware and …