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Jacka, Lisa; Booth, Kate – Australian Educational Computing, 2012
Virtual worlds are highly immersive, engaging and popular computer mediated environments being explored by children and adults. Why then aren't more teachers using virtual worlds in the classroom with primary and secondary school students? Reasons often cited are the learning required to master the technology, low-end graphics cards, poor…
Descriptors: Foreign Countries, Computer Security, Educational Technology, Regional Programs
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Davies, Dan; Collier, Chris; Howe, Alan – International Journal of Technology and Design Education, 2012
This article reports on the outcomes from the "e-scape Primary Scientific and Technological Understanding Assessment Project" (2009-2010), which aimed to support primary teachers in developing valid portfolio-based tasks to assess pupils' scientific and technological enquiry skills at age 11. This was part of the wider…
Descriptors: Foreign Countries, Evidence, Video Technology, Portfolios (Background Materials)
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Koong, Chorng-Shiuh; Wu, Chi-Ying – Computers & Education, 2010
Multiple intelligences, with its hypothesis and implementation, have ascended to a prominent status among the many instructional methodologies. Meanwhile, pedagogical theories and concepts are in need of more alternative and interactive assessments to prove their prevalence (Kinugasa, Yamashita, Hayashi, Tominaga, & Yamasaki, 2005). In general,…
Descriptors: Multiple Intelligences, Test Items, Grading, Programming
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Large, Andrew; Bowler, Leanne; Beheshti, Jamshid; Nesset, Valerie – McGill Journal of Education, 2007
The article presents a new technology design methodology that the authors have termed "Bonded Design" and that was applied by two intergenerational teams comprising adults and grade-three elementary school students in one case, and adults and grade-six students in a second case. The objective of each team was to design a low-tech web…
Descriptors: Elementary School Students, Internet, Intergenerational Programs, Team Training
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Tarng, Wermhuar; Change, Mei-Yu; Ou, Kuo-Liang; Chang, Ya-Wen; Liou, Hsin-Hun – Journal of Educational Technology Systems, 2009
The objective of this article is to investigate the computer animation and virtual reality technologies for developing a virtual marine museum. The museum consists of three exhibition areas. The first area displays fishes in freshwater, including creeks, rivers, and dams in Taiwan. The second area exhibits marine ecology and creatures of different…
Descriptors: Animation, Animals, Learning Motivation, Museums