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Showing 1 to 15 of 67 results Save | Export
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Fabian Arlt; Hans-Jürgen Arlt – SpringerBriefs in Education, 2023
This interesting book discusses why, as an activity, topic and metaphor, play and game have become an integral part of modern life. Empirically exemplary and theoretically grounded, this book discusses the developments and expansions in gaming, from easily accessible casual games to the galaxy-spanning gaming worlds of Massively Multiplayer Online…
Descriptors: Gamification, Video Games, Computer Games, Artificial Intelligence
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Oliveira, André de Sá Braga; Leonel, Luciano César P. C.; LaHood, Edward R.; Hallak, Hana; Link, Michael J.; Maleszewski, Joseph J.; Pinheiro-Neto, Carlos D.; Morris, Jonathan M.; Peris-Celda, Maria – Anatomical Sciences Education, 2023
Hands-on dissections using cadaveric tissues for neuroanatomical education are not easily available in many educational institutions due to financial, safety, and ethical factors. Supplementary pedagogical tools, for instance, 3D models of anatomical specimens acquired with photogrammetry are an efficient alternative to democratize the 3D…
Descriptors: Guidelines, Anatomy, Computer Simulation, Models
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Gianmarc Grazioli; Adam Ingwerson; David Santiago Jr.; Patrick Regan; Heekun Cho – Journal of Chemical Education, 2023
Computational chemistry instructional activities are often based around students running chemical simulations via a graphical user interface (GUI). GUI-based activities offer many advantages, as they enable students to run chemical simulations with a few mouse clicks. Although these activities are excellent for introducing students to the…
Descriptors: Computation, Chemistry, Teaching Methods, Science Education
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Barneva, Reneta P.; Kanev, Kamen; Kapralos, Bill; Jenkin, Michael; Brimkov, Boris – Journal of Educational Technology Systems, 2017
We place collaborative student engagement in a nontraditional perspective by considering a novel, more interactive educational environment and explaining how to employ it to enhance student learning. To this end, we explore modern technological classroom enhancements as well as novel pedagogical techniques which facilitate collaborative learning.…
Descriptors: Teaching Methods, Learner Engagement, Cooperative Learning, Technology Uses in Education
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Mumba, Frackson; Zhu, Mengxia – Journal of Computers in Mathematics and Science Teaching, 2013
This paper presents a Simulation-based interactive Virtual ClassRoom web system (SVCR: www.vclasie.com) powered by the state-of-the-art cloud computing technology from Google SVCR integrates popular free open-source math, science and engineering simulations and provides functions such as secure user access control and management of courses,…
Descriptors: Computers, Virtual Classrooms, Assignments, Internet
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Momeni, B.; Kharrazi, M. – IEEE Transactions on Education, 2012
Computer networks courses are hard to teach as there are many details in the protocols and techniques involved that are difficult to grasp. Employing programming assignments as part of the course helps students to obtain a better understanding and gain further insight into the theoretical lectures. In this paper, the Partov simulation engine and…
Descriptors: Computer Networks, Computers, Student Attitudes, Assignments
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Mantiri, Franky – Universal Journal of Educational Research, 2014
This essay explores the use of computer technology and multimedia in students learning. Undoubtedly, the advent of computer technology has changed the way humans learn and do things. Moreover, "Computer has become standard equipment" (Bitter & Pierson, 2002) in everyday life. The ability to process data in a real time has helped…
Descriptors: Technology Uses in Education, Multimedia Materials, Information Technology, Computers
Mitchell, Rebecca; DeBay, Dennis – Learning & Leading with Technology, 2012
Kids love augmented reality (AR) simulations because they are like real-life video games. AR simulations allow students to learn content while collaborating face to face and interacting with a multimedia-enhanced version of the world around them. Although the technology may seem advanced, AR software makes it easy to develop content-based…
Descriptors: Educational Technology, Video Games, Simulation, Computer Software
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Huynh, Trongnghia; Hou, Gene; Wang, Jin – American Journal of Engineering Education, 2016
We have conducted an education project to communicate the wave energy concept to high school students. A virtual reality system that combines both hardware and software is developed in this project to simulate the buoy-wave interaction. This first-of-its-kind wave energy unit is portable and physics-based, allowing students to conduct a number of…
Descriptors: Active Learning, Physics, Scientific Concepts, Science Careers
Provenzo, Eugene F. – Rowman & Littlefield Publishers, Inc., 2011
Since the 1960s, the rapid evolution of technology has created a new cultural geography--a virtual geography. "The Difference Engine: Computing, Knowledge and the Transformation of Learning" offers a conscious critique of this change and its effects on contemporary culture and education. This engaging text assumes that we are at a critical…
Descriptors: Technological Advancement, Influence of Technology, Computers, Hypermedia
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Smith, V. Anne; Duncan, Ishbel – Bioscience Education, 2011
Confidence is an important issue for biology students in handling computational concepts. This paper describes a practical in which honours-level bioscience students simulate complex animal behaviour using StarLogo TNG, a freely-available graphical programming environment. The practical consists of two sessions, the first of which guides students…
Descriptors: Computer Simulation, Computers, Biology, Programming
Adams, Caralee – Instructor, 2011
When kids play video games, they want to perfect their skills, advance to the next level, and become a master. It is the kind of focus that many teachers would love to see in their classrooms. From elementary through high school, computer games are being woven into the curriculum to engage students in new ways. However, many schools lack the…
Descriptors: Expertise, Play, Video Games, Web Sites
Johnson, L.; Smith, R.; Willis, H.; Levine, A.; Haywood, K. – New Media Consortium, 2011
The internationally recognized series of "Horizon Reports" is part of the New Media Consortium's Horizon Project, a comprehensive research venture established in 2002 that identifies and describes emerging technologies likely to have a large impact over the coming five years on a variety of sectors around the globe. This volume, the "2011 Horizon…
Descriptors: Higher Education, Technological Advancement, Technology Uses in Education, Handheld Devices
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Bennett, Sue; Oliver, Martin – Research in Learning Technology, 2011
Research into learning technology has developed a reputation for being driven by rhetoric about the revolutionary nature of new developments, for paying scant attention to theories that might be used to frame and inform research, and for producing shallow analyses that do little to inform the practice of education. Although there is…
Descriptors: Foreign Countries, Educational Technology, Instructional Design, Multimedia Instruction
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Demski, Jennifer – T.H.E. Journal, 2010
Moving from a traditional desktop computing environment to a virtualized solution is a daunting task. In this article, the author presents case histories of three districts that have made the conversion to virtual computing to learn about their experiences: What prompted them to make the move, and what were their objectives? Which obstacles prove…
Descriptors: Educational Technology, Client Server Architecture, Computer Simulation, Data Collection
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