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Blevins, Brooke; LeCompte, Karon N. – Democracy & Education, 2016
Stoddard, Banks, Nemacheck, and Wenska suggested that there is a tension between the goal of the iCivics games and the goals of democratic education. In this response, we suggest that iCivics can be utilized to help meet the goals of democratic education and to encourage our nation's youth to become active civic participants if used alongside…
Descriptors: Democratic Values, Educational Games, Civics, Citizen Participation
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Chen, Gwo-Dong; Chuang, Chi-Kuo; Nurkhamid; Liu, Tzu-Chien – Turkish Online Journal of Educational Technology - TOJET, 2012
In the context of classroom, it is possible to create a playground with digital technology beneficial for learning in spite of rising enthusiasm in incorporating educational games in classroom. This paper is an essay to describe a learning playground called Digital Learning Playground (DLP). It is essentially an application of digital technology…
Descriptors: Computer Uses in Education, Electronic Learning, Educational Games, Computer Simulation
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Pietrobon, Alberto – Industry and Higher Education, 2009
This article responds to "Laboratory experiments as a tool in the empirical economic analysis of high-expectation start-ups" by Martin Curley and Piero Formica, published in the December 2008 issue of "Industry and Higher Education". Curley and Formica introduce a new concept for high-expectation start-ups, involving the use of "laboratory…
Descriptors: Expectation, Economic Research, Access to Information, Databases
Kappan, David – 1994
Many educators in facilitative roles have approached the subject of visual disabilities by constructing activities designed to simulate blindness, using a blindfold or similar device. Participants are subsequently encouraged to perform rudimentary tasks such as eating a meal or moving about with a sighted companion as a guide. Frequently,…
Descriptors: Attitude Change, Attitudes toward Disabilities, Blindness, Consciousness Raising
White, Barbara Y.; Frederiksen, John R. – 1986
This report discusses the importance of presenting qualitative, causally consistent models in the initial stages of learning so that students can gain an understanding of basic electrical circuit concepts and principles that builds on their preexisting ways of reasoning about physical phenomena, and it argues that tutoring environments must help…
Descriptors: Artificial Intelligence, Cognitive Processes, Electric Circuits, Experiential Learning
Hubal, Robert C.; Helms, Robert F.; Triplett, Suzanne E. – 1997
Leading-edge technologies, integrated with emerging educational methodologies, make the Advanced Learning Environment (ALE) model cost effective and efficient for learning. The ALE integrates virtual reality and other enabling technologies such as natural language processing, animation, video, courseware, sound, projection, CD-ROM, and distance…
Descriptors: Adult Education, Computer Simulation, Experiential Learning, Learning Strategies