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The effect of learner and game variables on social problem-solving in simulation game
Society for Information Technology & Teacher Education International Conference(SITE)2009:1
Simulation games with various characteristics are of good learning environment, which learners exhibit higher-order thinking, creativity, self-directed learning, and other abilities related to learning. The main aim of this paper is to evaluate the...
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Second Life for Education
Society for Information Technology & Teacher Education International Conference(SITE)2008:1
The purpose of this panel is to explore the possibility of the use of virtual reality such as Second Life by researchers from the US and Korea who are engaged in games and simulation for education. Second Life, as a virtual reality, will be valued...
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Effect of the activities in the Second Life® as tool for mutual understanding of gender role
Society for Information Technology & Teacher Education International Conference(SITE)2008:1
The purpose of this paper is to explore the possibility of the use of virtual reality such as Second Life as a tool for mutual understandings of gender roles within an educational context. In the concrete, virtual worlds provide valuable assets, as...
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Potential contemplation of virtual reality such as the Second Life® as tool for recognitions of sex role and improving of spatial ability
Society for Information Technology & Teacher Education International Conference(SITE)2008:1
The purpose of this paper is to explore the possibility of the use of virtual reality such as Second Life as a tool for mutual understandings of gender roles and increasing the player's spatial abilities within an educational context. In the...
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A Grounded Theory Describing the Knowledge Construction through Game Making Activity
Society for Information Technology & Teacher Education International Conference(SITE)2008:1
The purpose of this study is to understand the learner's knowledge construction through game making activity without a programming language from an analysis based on the Grounded Theory. The focus here is on developing a context -based, process...
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Not Just Fun, But Serious Strategies: Using Meta-Cognitive Strategies in Game-Based Learning
Computers & Education (ISSN-0360-1315) 52:4
The purpose of this study is to explore the effects of the meta-cognitive strategies on the academic and gaming achievements. Exploring the effects of those achievements on the social problem solving of students is also of interest. For this purpose,...
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A New Approach toward Digital Storytelling: An Activity Focused on Writing Self-Efficacy in a Virtual Learning Environment
Educational Technology & Society (ISSN-1436-4522) 14:4
Recently, computer technology and multimedia elements have been developed and integrated into teaching and learning. Entertainment-based learning environments can make learning contents more attractive, and thus can lead to learners' active...
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