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Christensen, Rhonda; Knezek, Gerald – Journal of Educational Multimedia and Hypermedia, 2020
Using innovative technologies to study Mars and the sun and other stars is one way to engage learners in learning more about our solar system and how it impacts us on a daily basis. The focus of this paper is to highlight several innovative technologies such as augmented reality and virtual reality that are easily accessible by educators and…
Descriptors: Astronomy, Technology Uses in Education, Learner Engagement, Instructional Innovation
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Connell, Michael; Abramovich, Sergei – Journal of Educational Multimedia and Hypermedia, 2016
Today technology allows for the utilization of new classes of mathematical objects which are themselves subject to new modes of student interaction. A series of notable examples may be found in the National Library of Virtual Manipulatives. These virtual manipulatives draw much of their power from their physical embodiment in the form of hand-on…
Descriptors: Technology Uses in Education, Elementary School Mathematics, Computer Simulation, Manipulative Materials
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Franetovic, Marija – Journal of Educational Multimedia and Hypermedia, 2016
This case study research sought to understand a subset of the next generation in reference to virtual world learning within a game development course. The students completed an ill-structured team project which was facilitated using authentic learning strategies within a virtual world over a period of seven weeks. Research findings emerged from…
Descriptors: Educational Games, Instructional Design, Student Developed Materials, Computer Simulation
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Rubin, Jim – Journal of Educational Multimedia and Hypermedia, 2013
WebQuests have been a popular alternative for collaborative group work that utilizes internet resources, but studies have questioned how effective they are in challenging students to use higher order thinking processes that involve creative problem solving. This article explains how different levels of inquiry relate to categories of learning…
Descriptors: Internet, Problem Solving, Creativity, Computer Uses in Education
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Gillett, Jason – Journal of Educational Multimedia and Hypermedia, 2011
The purpose of my action research is to create meaningful virtual field trips that give students many of the same benefits as actual field trips. Since educational budget cuts are preventing students from participating in real field trips there needs to be an alternative way to deliver that content. I hope to demonstrate how I am improving my…
Descriptors: Field Trips, Action Research, Experiential Learning, Computer Simulation
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Niemitz, Matthew; Slough, Scott; Peart, Leslie; Klaus, Ann.; Leckie, R. Mark; St. John, Kristen – Journal of Educational Multimedia and Hypermedia, 2008
The use of interactive virtual expeditions in classroom learning environments is an effective means to engage learners in understanding science as an inquiry process, infusing current research and relevant science into the classroom, and positively affecting learner attitudes towards science as a process and a career. A comparative analysis of the…
Descriptors: Interaction, Comparative Analysis, Scientists, Teaching Methods
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Salen, Katie – Journal of Educational Multimedia and Hypermedia, 2007
Educators and education advocates have recently acknowledged that the ability to think systemically is one of the necessary skills for success in the 21st century. Game-making is especially well-suited to encouraging meta-level reflection on the skills and processes that designer-players use in building such systems. Membership in a community of…
Descriptors: Literacy, Play, Reading Skills, Educational Games
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Reese, Debbie Denise – Journal of Educational Multimedia and Hypermedia, 2007
Electronic game technologies can prepare novice learners for future learning of complex concepts. This paper describes the underlying instructional design, learning science, cognitive science, and game theory. A structural, or syntactic mapping (structure mapping), approach to game design can produce a game world relationally isomorphic to a…
Descriptors: Game Theory, Cognitive Psychology, Instructional Design, Cognitive Processes
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Kiegaldie, Debra; White, Geoff – Journal of Educational Multimedia and Hypermedia, 2006
The Virtual Patient, an interactive multimedia learning resource using a critical care clinical scenario for postgraduate nursing students, was developed to enhance flexible access to learning experiences and improve learning outcomes in the management of critically ill patients. Using real-time physiological animations, authentic content design…
Descriptors: Patients, Educational Resources, Cues, Computer Simulation
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Bergeron, Bryan P.; And Others – Journal of Educational Multimedia and Hypermedia, 1995
Presents a connectionist approach to modeling that relies on neural networks to control conventional simulations of multimedia clinical patient simulations. These neural networks simplify the medical expert's task of validating and maintaining patient simulations with diagnostic capabilities and serves as the basis of clinical decision support…
Descriptors: Clinical Diagnosis, Computer Simulation, Computer Software Development, Medical Services
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Burke, Robin – Journal of Educational Multimedia and Hypermedia, 1993
Describes "Story Producer for InteractivE Learning" (SPIEL) a multimedia retrieval system for educational stories, and its integration into an architecture called "Guided Social Simulation" (GuSS), for teaching complex social skills such as management, diplomacy, or selling. Highlights include an example of the use of SPIEL,…
Descriptors: Computer Assisted Instruction, Computer Simulation, Hypermedia, Interpersonal Competence
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Alexiou, Antonios; Bouras, Christos; Giannaka, Eri; Kapoulas, Vaggelis; Nani, Maria; Tsiatsos, Thrasivoulos – Journal of Educational Multimedia and Hypermedia, 2004
This article presents Virtual Radiopharmacy Laboratory (VR LAB), a virtual laboratory accessible through the Internet. VR LAB is designed and implemented in the framework of the VirRAD European project. This laboratory represents a 3D simulation of a radio-pharmacy laboratory, where learners, represented by 3D avatars, can experiment on…
Descriptors: Laboratories, Distance Education, Pharmaceutical Education, Radiology
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Parton, Becky Sue – Journal of Educational Multimedia and Hypermedia, 2006
A review of the literature yields many intriguing applications of interactive multimedia technology that can be seen through a series of "snapshots" describing current projects and initiatives for deaf education. The five main categories chosen to represent these activities are: instructional design, communication bridges, skill development…
Descriptors: Deafness, Multimedia Materials, Educational Technology, Instructional Design
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Berg, Gary A. – Journal of Educational Multimedia and Hypermedia, 2000
Reviews literature in the field of human-computer interaction (HCI) as it applies to educational environments. Topics include the origin of HCI; human factors; usability; computer interface design; goals, operations, methods, and selection (GOMS) models; command language versus direct manipulation; hypertext; visual perception; interface…
Descriptors: Computer Assisted Instruction, Computer Interfaces, Computer Simulation, Human Factors Engineering
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Shortridge, Ann; Sabo, George – Journal of Educational Multimedia and Hypermedia, 2005
In the fall of 1996, the Arkansas Archeological Survey and the Department of Foreign Languages at the University of Arkansas, Fayetteville received a $180,000 grant from the National Endowment for the Humanities Teaching With Technology program. The goal of this grant initiative was to encourage creation of content-rich, computer-based materials…
Descriptors: Internet, Grants, Educational Technology, United States History