All Stories

  1. Can the flipped classroom model improve students’ academic performance and training satisfaction in Higher Education instructional media design courses?
  2. Augmenting the learning experience in primary and secondary school education: a systematic review of recent trends in augmented reality game-based learning
  3. Facebook and Moodle Integration into Instructional Media Design Courses: A Comparative Analysis of Students’ Learning Experiences using the Community of Inquiry (CoI) Model
  4. The effect of simulation games on learning computer programming: A comparative study on high school students’ learning performance by assessing computational problem-solving strategies
  5. Learning to Think and Practice Computationally via a 3D Simulation Game
  6. Is the flipped classroom model for all? Correspondence analysis from trainee instructional media designers
  7. How can a simulation game support the development of computational problem-solving strategies?
  8. Exploring the educational potential of three-dimensional
  9. Leveraging Scratch4SL and Second Life to motivate high school students’ participation in introductory programming courses: findings from a case study
  10. An exploration of interrelationships among presence indicators of a community of inquiry in a 3D game-like environment for high school programming courses
  11. Blending the CoI model with Jigsaw technique for pre-service foreign language teachers’ continuing professional development using Open Sim and Sloodle
  12. Gaming in Second Life via Scratch4SL
  13. Open Sim and Sloodle Integration for Preservice Foreign Language Teachers’ Continuing Professional Development
  14. A cybernetic framework to articulate the organisational complexity of users' interactions with the Jigsaw technique in an Open Sim standalone server
  15. Harnessing and Evaluating Open Sim for the Implementation of an Inquiry-Based Collaborative Learning (Ib[C]L) Script in Computer Science
  16. 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
  17. Bolstering the quality and integrity of online collaborative university- level courses via an open Sim standalone server in conjunction with sloodle
  18. Utilizing a Serious Game via Open Sim Standalone Server and Scratch4OS for Introductory Programming Courses in Secondary Education: Their Effect on Student Engagement
  19. 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
  20. Engaging students in blended and online collaborative courses at university level through Second Life: comparative perspectives and instructional affordances
  21. What Makes Students to Participate in Online Collaborative Settings Through Second Life?
  22. A theoretical cybernetic macro-script to articulate collaborative interactions of cyber entities in virtual worlds
  23. On the value of Second Life for students’ engagement in blended and online courses: A comparative study from the Higher Education in Greece
  24. 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
  25. Harnessing and Evaluating Open Sim for the Implementation of an Inquiry-Based Collaborative Learning (Ib[C]L) Script in Computer Science:
  26. Virtual communities of inquiry (VCoI) for learning basic algorithmic structures with open simulator and Scratch4OS
  27. 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”
  28. Virtual Communities of Inquiry
  29. Open Source Virtual Worlds for E-Learning
  30. Towards a Theoretical “Cybernetic” Framework
  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. A Conceptual “Cybernetic” Methodology for Organizing and Managing the E-Learning Process through [D-] CIVEs
  37. Towards a Beneficial Formalization of Cyber Entities’ Interactions during the E-Learning Process in the Virtual World of “Second Life”
  38. Unraveling a Progressive Inquiry Script in Persistent Virtual Worlds:
  39. Unraveling a Progressive Inquiry Script in Persistent Virtual Worlds
  40. What Makes Students to Participate in Online Collaborative Settings through Second Life?
  41. Theoretical Foundations of a CSCL Script in Persistent Virtual Worlds According to the Contemporary Learning Theories and Models
  42. Theoretical Foundations of a CSCL Script in Persistent Virtual Worlds According to the Contemporary Learning Theories and Models