All Stories

  1. A systematic literature review of mixed reality environments in K-12 education
  2. Can the flipped classroom model improve students’ academic performance and training satisfaction in Higher Education instructional media design courses?
  3. Augmenting the learning experience in primary and secondary school education: a systematic review of recent trends in augmented reality game-based learning
  4. Facebook and Moodle Integration into Instructional Media Design Courses: A Comparative Analysis of Students’ Learning Experiences using the Community of Inquiry (CoI) Model
  5. The effect of simulation games on learning computer programming: A comparative study on high school students’ learning performance by assessing computational problem-solving strategies
  6. Learning to Think and Practice Computationally via a 3D Simulation Game
  7. Is the flipped classroom model for all? Correspondence analysis from trainee instructional media designers
  8. How can a simulation game support the development of computational problem-solving strategies?
  9. Exploring the educational potential of three-dimensional
  10. Leveraging Scratch4SL and Second Life to motivate high school students’ participation in introductory programming courses: findings from a case study
  11. An exploration of interrelationships among presence indicators of a community of inquiry in a 3D game-like environment for high school programming courses
  12. Blending the CoI model with Jigsaw technique for pre-service foreign language teachers’ continuing professional development using Open Sim and Sloodle
  13. Gaming in Second Life via Scratch4SL
  14. Open Sim and Sloodle Integration for Preservice Foreign Language Teachers’ Continuing Professional Development
  15. A cybernetic framework to articulate the organisational complexity of users' interactions with the Jigsaw technique in an Open Sim standalone server
  16. Harnessing and Evaluating Open Sim for the Implementation of an Inquiry-Based Collaborative Learning (Ib[C]L) Script in Computer Science
  17. Online and hybrid university-level courses with the utilization of Second Life: Investigating the factors that predict student choice in Second Life supported online and hybrid university-level courses
  18. Bolstering the quality and integrity of online collaborative university- level courses via an open Sim standalone server in conjunction with sloodle
  19. Utilizing a Serious Game via Open Sim Standalone Server and Scratch4OS for Introductory Programming Courses in Secondary Education: Their Effect on Student Engagement
  20. The influence of computer self-efficacy, metacognitive self-regulation and self-esteem on student engagement in online learning programs: Evidence from the virtual world of Second Life
  21. Engaging students in blended and online collaborative courses at university level through Second Life: comparative perspectives and instructional affordances
  22. What Makes Students to Participate in Online Collaborative Settings Through Second Life?
  23. A theoretical cybernetic macro-script to articulate collaborative interactions of cyber entities in virtual worlds
  24. On the value of Second Life for students’ engagement in blended and online courses: A comparative study from the Higher Education in Greece
  25. The impact of computer self-efficacy, situational interest and academic self-concept in virtual communities of inquiry during the distance learning procedures through Second Life
  26. Harnessing and Evaluating Open Sim for the Implementation of an Inquiry-Based Collaborative Learning (Ib[C]L) Script in Computer Science:
  27. Virtual communities of inquiry (VCoI) for learning basic algorithmic structures with open simulator and Scratch4OS
  28. A Qualitative Research Approach for the Investigation and Evaluation of Adult Users’ Participation Factors through Collaborative E-Learning Activities in the Virtual World of “Second Life”
  29. Virtual Communities of Inquiry
  30. Open Source Virtual Worlds for E-Learning
  31. An Innovative “Cybernetic” Organization Improvement Plan through Participatory Action Research in Persistent “Open Source” Virtual Worlds
  32. Conceptual Foundations for Interactive Programming Activities with the Conjunction of Scratch4OS and Open Sim
  33. E-Learning Quality through Second Life
  34. An Innovative “Cybernetic” Organization Improvement Plan through Participatory Action Research in Persistent “Open Source” Virtual Worlds
  35. Theoretical Foundations of a CSCL Script in Persistent Virtual Worlds According to the Contemporary Learning Theories and Models
  36. Unraveling a Progressive Inquiry Script in Persistent Virtual Worlds:
  37. Unraveling a Progressive Inquiry Script in Persistent Virtual Worlds
  38. Theoretical Foundations of a CSCL Script in Persistent Virtual Worlds According to the Contemporary Learning Theories and Models
  39. Theoretical Foundations of a CSCL Script in Persistent Virtual Worlds According to the Contemporary Learning Theories and Models