Emerging technologies in distance education

G Veletsianos - 2010 - books.google.com
A one-stop knowledge resource, Emerging Technologies in Distance Education showcases
the international work of research scholars and innovative distance education practitioners …

Why story matters: A review of narrative in serious games

E Naul, M Liu - Journal of Educational Computing Research, 2020 - journals.sagepub.com
Literature has shown that immersive learning environments such as digital educational
games and simulations often incorporate storytelling elements in their designs as narrative …

A multimedia adaptive tutoring system for mathematics that addresses cognition, metacognition and affect

I Arroyo, BP Woolf, W Burelson, K Muldner… - International Journal of …, 2014 - Springer
This article describes research results based on multiple years of experimentation and real-
world experience with an adaptive tutoring system named Wayang Outpost. The system …

Integrating learning, problem solving, and engagement in narrative-centered learning environments

JP Rowe, LR Shores, BW Mott… - International Journal of …, 2011 - content.iospress.com
A key promise of narrative-centered learning environments is the ability to make learning
engaging. However, there is concern that learning and engagement may be at odds in these …

Promoting motivation with virtual agents and avatars: role of visual presence and appearance

AL Baylor - … Transactions of the Royal Society B …, 2009 - royalsocietypublishing.org
Anthropomorphic virtual agents can serve as powerful technological mediators to impact
motivational outcomes such as self-efficacy and attitude change. Such anthropomorphic …

Exploring Newtonian mechanics in a conceptually-integrated digital game: Comparison of learning and affective outcomes for students in Taiwan and the United …

DB Clark, BC Nelson, HY Chang… - Computers & …, 2011 - Elsevier
This study investigates the potential of a digital game that overlays popular game-play
mechanics with formal physics representations and terminology to support explicit learning …

A Comparison of learning gains when using a 2D simulation tool versus a 3D virtual world: An experiment to find the right representation involving the Marginal Value …

D Richards, M Taylor - Computers & Education, 2015 - Elsevier
The use of three-dimensional Virtual Worlds in the classroom offers the promise of engaging
and authentic learning experiences. Given the effort and investment involved in the creation …

Problem solving and game-based learning: Effects of middle grade students' hypothesis testing strategies on learning outcomes

HA Spires, JP Rowe, BW Mott… - Journal of Educational …, 2011 - journals.sagepub.com
Targeted as a highly desired skill for contemporary work and life, problem solving is central
to game-based learning research. In this study, middle grade students achieved significant …

Behind the curtain of the" ultimate empathy machine" on the composition of virtual reality nonfiction experiences

C Bevan, DP Green, H Farmer, M Rose… - Proceedings of the …, 2019 - dl.acm.org
Virtual Reality nonfiction (VRNF) is an emerging form of immersive media experience
created for consumption using panoramic" Virtual Reality" headsets. VRNF promises …

Integrating self-explanation functionality into a complex game environment: Keeping gaming in motion

DM Adams, DB Clark - Computers & Education, 2014 - Elsevier
Previous research has shown that either asking students to explain their answers or
providing explanatory feedback can be effective ways to increase learning from an …