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Wang, Tsung Juang – Teaching in Higher Education, 2011
Virtual world technology is now being incorporated into various higher education programs, often with enthusiastic claims about the improvement of students' abilities to experience learning problems and tasks in computer-mediated virtual reality through the use of computer-generated personal agents or avatars. The interactivity of the avatars with…
Descriptors: Constructivism (Learning), Learning Problems, Computer Simulation, Scoring Formulas
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Begg, Michael; Ellaway, Rachel; Dewhurst, David; Macleod, Hamish – Innovate: Journal of Online Education, 2007
Noting the dependency of healthcare education on practice-based learning, Michael Begg, Rachel Ellaway, David Dewhurst, and Hamish Macleod suggest that creating a virtual clinical setting for students to interact with virtual patients can begin to address educational demands for clinical experience. They argue that virtual patient simulations that…
Descriptors: Patients, Exhibits, Clinical Experience, Health Services
Fritz, Mark – Training, 1991
Virtual Reality (VR) is a computer-created sensory experience that so completely immerses participants that they barely can distinguish this "virtual" experience from a real one. VR promises trainers the ultimate method of simulation. (Author)
Descriptors: Adult Education, Computer Simulation, Sensory Experience, Technological Advancement
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Klein, Elisa L. – Educational Horizons, 1986
Two issues central to the production of cognitive conflict in the computer environment are discussed. The first one focuses on the use of simulations versus real-world experiences, and the second is directed at the potential for incidental and spontaneous learning versus controlled learning with the computer. (CT)
Descriptors: Child Development, Cognitive Processes, Computer Simulation, Computers
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Reinecker, Lynn – Computers and Education, 1985
Describes technique involved in designing a clinical simulation problem for the allied health field of respiratory therapy; discusses the structure, content, and scoring categories of the simulation; and provides a sample program which illustrates a programming technique in BASIC, including a program listing and a sample flowchart. (MBR)
Descriptors: Allied Health Occupations Education, Certification, Clinical Experience, Computer Simulation
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Adams, Dennis M. – Journal of Experiential Education, 1985
Explores roles of computer technology and real world experiences in the learning process. Encourages teaching of critical viewing skills and other aspects of visual fluency. Forecasts changes in the educational system to accommodate emerging technologies and new ways of thinking and interacting with the world. (LFL)
Descriptors: Computer Assisted Instruction, Computer Literacy, Computer Simulation, Cybernetics
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Locke, Lawrence F.; And Others – Journal of Teaching in Physical Education, 1992
These articles contain responses from several scholars on the issue of field systems analysis (FSA). The scholars offer critiques from their sport pedagogy perspectives, a reaction relating FSA to personal examinations of teaching expertise, and a discussion of how computer simulation informs the study of expert teachers. (SM)
Descriptors: Behavioral Science Research, Computer Simulation, Educational Research, Higher Education
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Schrock, John Richard – American Biology Teacher, 1984
Indicates that although computers may churn out creative research, science is still dependent on science education, and that science education consists of increasing human experience. Also considers uses and misuses of computers in the science classroom, examining Edgar Dale's "cone of experience" related to laboratory computer and "extended…
Descriptors: Biology, College Science, Computer Oriented Programs, Computer Simulation
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Squire, Kurt – Educational Researcher, 2006
Interactive immersive entertainment, or videogame playing, has emerged as a major entertainment and educational medium. As research and development initiatives proliferate, educational researchers might benefit by developing more grounded theories about them. This article argues for framing game play as a "designed experience." Players'…
Descriptors: Play, Educational Researchers, Video Games, Interactive Video