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Editorial

Virtual Worlds and Education

Pages 117-122 | Published online: 14 May 2010

Keep up to date with the latest research on this topic with citation updates for this article.

Read on this site (2)

Swee-Kin Loke & Clinton Golding. (2016) How to Do Things with Mouse Clicks: Applying Austin’s speech act theory to explain learning in virtual worlds. Educational Philosophy and Theory 48:11, pages 1168-1180.
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Shane Mathews, Lynda Andrews & Edwina Luck. (2012) Developing a Second Life virtual field trip for university students: an action research approach. Educational Research 54:1, pages 17-38.
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Articles from other publishers (7)

Thaleia Deniozou, Mariza Dima & Chris Cox. (2020) Designing a Game to Help Higher Education Students Develop Their Note-Taking Skills. Designing a Game to Help Higher Education Students Develop Their Note-Taking Skills.
Bessie G. Stone, Kathy A. Mills & Beth Saggers. (2019) Multiplayer Games: Multimodal Features That Support Friendships of Students With Autism Spectrum Disorder. Australasian Journal of Special and Inclusive Education 43:2, pages 69-82.
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Mahmood H. Hussein, Siew Hock Ow, Loh Sau Cheong, Meow-Keong Thong & Nader Ale Ebrahim. (2019) Effects of Digital Game-Based Learning on Elementary Science Learning: A Systematic Review. IEEE Access 7, pages 62465-62478.
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Muhterem Dindar. (2018) An empirical study on gender, video game play, academic success and complex problem solving skills. Computers & Education 125, pages 39-52.
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Peggy Hartwick. (2018) Investigating research approaches: Classroom-based interaction studies in physical and virtual contexts. ReCALL 30:2, pages 161-176.
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Christian Schott. (2017) Virtual fieldtrips and climate change education for tourism students. Journal of Hospitality, Leisure, Sport & Tourism Education 21, pages 13-22.
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Meihua Qian & Karen R. Clark. (2016) Game-based Learning and 21st century skills: A review of recent research. Computers in Human Behavior 63, pages 50-58.
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