Search results for author:"Martin van Schaik"
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Journal of Computer Assisted Learning Vol. 28, No. 4 (August 2012) pp. 350–365
In contexts other than immersive virtual environments, theoretical and empirical work has identified flow experience as a major factor in learning and human-computer interaction. Flow is defined as a "holistic sensation that people feel when they...
Designing Effective Spaces, Tasks and Metrics for Communication in Second Life Within the Context of Programming LEGO NXT Mindstorms™ Robots
International Journal of Virtual and Personal Learning Environments Vol. 1, No. 1 (January 2010) pp. 20–37
Science education is concerned with the meaningful pursuit of comprehension, knowledge and understanding of scientific concepts and processes. In Vygotskian social constructivist learning, personal interpretation, decision-making and community...
Learning spaces, tasks and metrics for effective communication in Second Life within the context of programming LEGO NXT Mindstorms™ robots: towards a framework for design and implementation.
Journal of Virtual Worlds Research Vol. 3, No. 1 (Apr 29, 2010)
Science education is concerned with the meaningful pursuit of comprehension, knowledge and understanding of scientific concepts and processes. In Vygotskian social\u2010constructivist learning, personal interpretation, decision-making and community...
The game LINGO Online: a Serious Game for English Pronunciation. Is it Effective, Why does it Work and How to Establish this?
Wim Trooster; Sui Lin Goei; Anouk Ticheloven; Esther Oprins; Gillian Visschedijk; Gemma Corbalan; Martin van Schaik
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2014 (Oct 20, 2014) pp. 1939–1946
In the present study the game LINGO Online (“Voice Activated Spy Tech”), a serious game for English pronunciation, is evaluated. A method was developed in order to evaluate serious games (and other (innovative) learning materials). With this method...