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GEARS a 3D Virtual Learning Environment and Virtual Social and Educational World Used in Online Secondary Schools
9 references·0 citing·48 second hopsampled
GEARS a 3D Virtual Learning Environment and Virtual Social and Educational World Used in Online Secondary Schools (2009)GEARS a 3D Virtual Learning Environment a…Transparency in Cooperative Online Education (2009)Transparency in Cooperative O…Socialisation for learning at a distance in a 3‐D multi‐user virtual environment (2009)Socialisation for learning at…Spirit of the game: Empowering students as designers in schools? (2008)Spirit of the game: Empowerin…A Art Café: A 3D Virtual Learning Environment for Art Education (2008)A Art Café: A 3D Virtual Lear…Researching the community of inquiry framework: Review, issues, and future directions (2007)Researching the community of …A design-based research strategy to promote scalability for educational innovations (2006)A design-based research strat…Critical Thinking and Computer Conferencing: A Model and Tool to Assess Cognitive Presence (2001)Critical Thinking and Compute…Critical Inquiry in a Text-Based Environment: Computer Conferencing in Higher Education (1999)Critical Inquiry in a Text-Ba…Social presence as a predictor of satisfaction within a computer‐mediated conferencing environment (1997)Social presence as a predicto…Crossing the Chasm (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)An Evolutionary Approach to Harnessing Complex Systems Thinking in the Science and Technology Classroom (2007)Managing cognitive load in educational multi-user virtual environments: reflection on design practice (2007)The Design and Use of Simulation Computer Games in Education (2007)Social psychological aspects of computer-mediated communication. (1984)The relationships among teacher immediacy behaviors, student motivation, and learning (1990)Global Networks (1993)Assessing Social Presence In Asynchronous Text-based Computer Conferencing (1999)EXAMINING SOCIAL PRESENCE IN ONLINE COURSES IN RELATION TO STUDENTS' PERCEIVED LEARNING AND SATISFACTION (2003)How We Think (1910)Perspectives on socially shared cognition. (1991)Media will never influence learning (1994)ASSESSING TEACHING PRESENCE IN A COMPUTER CONFERENCING CONTEXT (2001)Critical thinking, cognitive presence, and computer conferencing in distance education (2001)The Theory and Practice of Online Learning (2008)Organizational Information Requirements, Media Richness and Structural Design (1986)E-Moderating (2004)Exploring the meaningful learning of students in Second Life (2011)Cultural Robotics: The Culture of Robotics and Robotics in Culture (2013)Ten simple rules for supporting a temporary online pivot in higher education (2020)Situated Cognition and the Culture of Learning (1989)Foundations of social theory (1990)Communities of Practice (1998)Distance students’ readiness for social media and collaboration (2011)Student Perceptions of Teaching Presence, Social Presence, and Cognitive Presence in a Virtual World (2011)Surveying digital competencies of university students and professors in Ukraine for fully online collaborative learning (2017)Reconsidering Research on Learning from Media (1983)Online instructional effort measured through the lens of teaching presence in the community of inquiry framework: A re-examination of measures and approach (2010)Project-based learning and student knowledge construction during asynchronous online discussion (2010)Students' engagement in asynchronous online discussion: The relationship between cognitive presence, learner prominence, and academic performance (2019)Qualitative Data Analysis: An Expanded Sourcebook (1994)Developing a community of inquiry instrument: Testing a measure of the Community of Inquiry framework using a multi-institutional sample (2008)Exploring causal relationships among teaching, cognitive and social presence: Student perceptions of the community of inquiry framework (2009)The first decade of the community of inquiry framework: A retrospective (2009)Mind in Society: The Development of Higher Psychological Processes (1978)Motivation in Education: Theory, Research, and Applications (1995)What Video Games Have to Teach Us about Learning and Literacy (2004)The values of college students in business simulation game: A means-end chain approach (2011)State of play of digital games for empowerment and inclusion: a review of the literature and empirical cases (2012)Routledge International Handbook of Schools and Schooling in Asia (2018)Engagement Theory: A Framework for Technology-Based Teaching and Learning. (1998)Patterns of engagement in authentic online learning environments (2003)Making learning fun: Quest Atlantis, a game without guns (2005)Teaching 21st-Century Art Education in aVirtualAge: Art Café @ Second Life (2010)Virtual arts: visual arts education in the virtual world of Second Life (2010)Evaluating Students’ Performance in Responding to Art: The Development and Validation of an Art Criticism Assessment Rubric (2017)
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References

  • 1999Critical Inquiry in a Text-Based Environment: Computer Conferencing in Higher Education6,610 cited
  • 1997Social presence as a predictor of satisfaction within a computer‐mediated conferencing environment2,002 cited
  • 2007Researching the community of inquiry framework: Review, issues, and future directions1,652 cited
  • 2001Critical Thinking and Computer Conferencing: A Model and Tool to Assess Cognitive Presence208 cited
  • 2009Socialisation for learning at a distance in a 3‐D multi‐user virtual environment136 cited
  • 2009Transparency in Cooperative Online Education122 cited
  • 2006A design-based research strategy to promote scalability for educational innovations103 cited
  • 2008Spirit of the game: Empowering students as designers in schools?78 cited
  • 2008A Art Café: A 3D Virtual Learning Environment for Art Education29 cited

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