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Sükran Geçgel – Online Submission, 2024
The research utilized the descriptive survey model, a quantitative research method, with a study group consisting of 172 social studies teacher candidates (131 females, 41 males). As data collection tools in the study, the Cyberculture Adoption/Development Level Scale developed by Koçak (2019) and the global citizenship scale (Global Citizenship…
Descriptors: Foreign Countries, Adoption (Ideas), Cybernetics, Computer Science
Krouk, B. I.; Zhuravleva, O. B. – IEEE Transactions on Education, 2009
This paper reports on the implementation of a self-directed learning process in a circuit theory course, incorporating dynamic training elements which were designed on the basis of a cybernetic model of cognitive process management. These elements are centrally linked in a dynamic learning frame, created on the monitor screen, which displays the…
Descriptors: Feedback (Response), Mathematical Models, Cybernetics, Independent Study
Antonacci, David M.; Modaress, Nellie – AACE Journal, 2008
Educational games and simulations can engage students in higher-level cognitive thinking, such as interpreting, analyzing, discovering, evaluating, acting, and problem solving. Recent technical advances in multiplayer, user-created virtual worlds have significantly expanded the capabilities of user interaction and development within these…
Descriptors: Educational Games, Technological Advancement, Computer Simulation, Computer Uses in Education
Strauss, Howard – EDUCAUSE Review, 2007
In this article, the author looks to the past for trends in hardware, software, networking, and education and attempt to extrapolate where they are going and what their broad implications might be. However, there are many different ways that trends can be interpreted, and it is easy to pick trends that support one's thesis and ignore ones that…
Descriptors: Internet, Trend Analysis, Prediction, Expectation