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Design Patterns For Collaborative Learning: From Practice To Theory And Back
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2004:1 , 2004
We see that the concept of design patterns and the idea of a pattern language (Alexander et al. 1977) can help in capturing and communicating recurrent instructional design problems in e-learning. E-learning, (learning partly or fully supported by...
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Learning by Playing. An Edutainment 3D Environment for Schools
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2004:1 , 2004
SEE (concerning "Dead Sea Scrolls" and related issues such as history, religion, philosophy, literature, etc.), is a very effective learning environment intended for a worldwide audience, of students from 12 to 19 years of age. A massive...
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SEE (Shrine Educational Experience): an Online Cooperative 3D Environment Supporting Innovative Educational Activities
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2003:1 , 2003
What do new technologies have to offer to education? And in particular, can online collaborative 3D environments fulfill high educational goals, combined with the playful and social aspects that make them so attractive? SEE (Shrine Educational...
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Educational Benefits: Testing and Evaluation of a Collaborative 3D World
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2005:1 , Jun 27, 2005
Innovative technologies offer extraordinary opportunities to "traditional" education, but they also open new challenges to educators: what features should be implemented in order to obtain which results? How can results be tested? Evaluating the...
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Collaboration and Playful Competition in a 3D Educational Virtual World: The Learning@Europe Experience
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2006:1 , June 2006
This paper examines the role of collaborative competition in an educational experience based on a shared online 3D environment. Group collaboration and competition in learning are regarded by motivationalist perspectives as a powerful combination....
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From the Dead Sea Scrolls to Social Sports, passing through European History: an Effective Pedagogical Format Based on 3D Worlds
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2007:1 , Jun 25, 2007
Since 2001, the Hypermedia Open Center of Politecnico di Milano has developed collaborative learning experiences based on shared online virtual worlds. After SEE – Shrine Educational Experience – based on the Dead Sea Scrolls, Learning@Europe –...
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“Instant Multimedia” for Educational Setting: A Success Story
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2008:1 , Jun 30, 2008
Instant multimedia…simplicity, low-cost, and ultra short “time-to-market”. This paper discusses how the above characteristics of instant multimedia are the key of its “success” in educational settings, if we define “success” in terms of...
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3D Worlds to Learn and Play: 6 Years of Projects with an Engaging, Pedagogically Effective, and Versatile Educational Format
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (ELEARN) 2008:1 , Nov 17, 2008
This paper describes the evolution of the format for educational experiences based on 3D collaborative worlds developed by the Hypermedia Open Center of Politecnico di Milano. Evaluation data collected over 6 years with approximately 9,000 users...
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