GEON 发表于 2025-3-25 04:20:10
Self-guided Exploration of Virtual Learning Spaces,hnology to increase the interaction and perception with the learning space. Instead of creating mock-ups in classrooms, educators are able to recreate a controlled replica of the real world, i.e. scenarios and situations can be created that are difficult or impossible to achieve otherwise. However,凹处 发表于 2025-3-25 08:00:48
Action-Based Learning Assessment in Virtual Training Environments,cial and human expert resources. A major research area is dedicated to the development and implementation of systems to perform an automated or at least support formative assessment of human actions in action-based learning. That is, recognising and comparing the performed actions of the learner witConscientious 发表于 2025-3-25 14:58:03
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Cognitive Engagement in Virtual Worlds Language Learning,his research is in Higher Education second language acquisition. The methodology and implications are useful for others wanting to identify thinking processes students utilise during virtual world lessons. The stimulated recall methodology, centred within Information Processing Theory and a MediatinGLUE 发表于 2025-3-25 23:34:00
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Conclusion,in interest as educators came to the realisation that much of the hype was based on over-inflated expectations. Yet far from languishing in the “trough of disillusionment”, as the authors of this collection show, virtual worlds have now come of age as educators continue to explore the pedagogical afinferno 发表于 2025-3-26 14:11:54
rtual worlds as a safe and effective intercultural learning The book presents the possibilities and realities of virtual worlds in education through the application of 3D virtual worlds to support authentic learning, creativity, learner engagement and cultural diversity in higher education. It inclu遣返回国 发表于 2025-3-26 16:52:17
Lecture Notes in Bioengineeringh of disillusionment”, as the authors of this collection show, virtual worlds have now come of age as educators continue to explore the pedagogical affordances of these technologies for engaging students in authentic activities designed to improve their technical and employability skills.