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Showing 1 to 15 of 44 results Save | Export
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Bourina, Helena V.; Dunaeva, Larisa A. – E-Learning and Digital Media, 2021
The formation of hypertext competence emerges from a combination of methods, tools and technologies that provide communication between hypertext network devices with the aim of transmitting information. The information transmitted may be diverse depending on its type and content and is intended to be used collectively through network information…
Descriptors: Hypermedia, Competence, Computer Simulation, Multimedia Instruction
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Yadav, Savita; Chakraborty, Pinaki – Childhood Education, 2021
Children like to play with smartphones and other touchscreen-based devices, and suitably developed apps can help in entertaining, nurturing, and educating children. For the last three years, the authors have been studying how children interact with smartphones and other touchscreen-based devices. They assert that knowing the capabilities of…
Descriptors: Educational Technology, Technology Uses in Education, Handheld Devices, Telecommunications
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Reis, Helena Macedo; Alvares, Danilo; Jaques, Patrícia A.; Isotani, Seiji – Informatics in Education, 2021
Emotions can influence cognitive development and are key elements to the teaching-learning process. Positive emotions (e.g., engagement) can improve the ability to solve problems, store information, and make decisions. On the other hand, negative emotions (e.g., boredom) reduce the capacity to process information at a deeper level, preventing…
Descriptors: Emotional Response, Teaching Methods, Algebra, Mathematics Instruction
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Zhu, Liangfeng; Pan, Xin; Gao, Gongcheng – Journal of Geography, 2016
Advances in the Google Earth virtual globe and the concomitant Keyhole Markup Language (KML) are providing educators with a convenient platform to cultivate and assess one's place location knowledge (PLK). This article presents a general framework and associated implementation methods for the online testing of PLK using Google Earth. The proposed…
Descriptors: Place Based Education, Geography, Geographic Information Systems, Internet
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Jussila, Terttu; Virtanen, Viivi – Journal of Biological Education, 2014
Virtual Forest is a web-based, open-access learning environment about forests designed for primary-school pupils between the ages of 10 and 13 years. It is pedagogically designed to develop an understanding of ecology, to enhance conceptual development and to give a holistic view of forest ecosystems. Various learning tools, such as concept maps,…
Descriptors: Web Based Instruction, Forestry, Ecology, Virtual Classrooms
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
Chen, Li-Ling – Educational Technology, 2011
Educators have been paying attention to the teaching potential of the 3D virtual world browsing program Second Life, and they have been using the tool to teach subjects such as arts and mathematics in the past few years. In this article, the author focuses on how to teach language arts in Second Life. Advantages and disadvantages of two Second…
Descriptors: Language Arts, Teaching Methods, Web Based Instruction, Online Systems
Durlach, Paula J., Ed; Lesgold, Alan M., Ed. – Cambridge University Press, 2012
This edited volume provides an overview of the latest advancements in adaptive training technology. Intelligent tutoring has been deployed for well-defined and relatively static educational domains such as algebra and geometry. However, this adaptive approach to computer-based training has yet to come into wider usage for domains that are less…
Descriptors: Expertise, Educational Strategies, Semantics, Intelligent Tutoring Systems
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Urban-Woldron, Hildegard – Journal of Computers in Mathematics and Science Teaching, 2009
Appropriate educational technologies have the potential to make physics' concepts more accessible through visualization, modeling and multiple representations. Students are engaged in more powerful scientific activities and they are able to perform investigations that would not be possible without the use of technology. This paper presents…
Descriptors: Physics, Computer Software, Educational Technology, Internet
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Antonacci, David M.; Modaress, Nellie – AACE Journal, 2008
Educational games and simulations can engage students in higher-level cognitive thinking, such as interpreting, analyzing, discovering, evaluating, acting, and problem solving. Recent technical advances in multiplayer, user-created virtual worlds have significantly expanded the capabilities of user interaction and development within these…
Descriptors: Educational Games, Technological Advancement, Computer Simulation, Computer Uses in Education
Teoh, Belinda Soo-Phing; Neo, Tse-Kian – Online Submission, 2007
Malaysian classrooms are progressively absorbing interactive multimedia as instructional strategies for teaching and learning. Though, till now, interactive multimedia in a Malaysian classroom is often limiting and is confined to the hybrid use of chalk-and-talk method with multimedia assisted materials, where learning is still largely…
Descriptors: Animation, Student Attitudes, Learning Strategies, Multimedia Instruction
Simkins, Michael – Technology & Learning, 2006
A reactor is an example of an immersive interactive play in which animated images are projected onto the floor. A reactor allows people to walk on images and interact with them using their feet. With reactors, people can stomp on kernels of popcorn, shoot a pool using their big toes, or wade through a shallow surf on pristine beaches. This…
Descriptors: Play, Computer Simulation, Educational Technology, Interactive Video
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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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Neilson, I.; Thomas, R. – Journal of Computer Assisted Learning, 1996
Describes the Interact project which integrated the distributed hypermedia environment provided by the World Wide Web (WWW) with simulation software to develop reusable education resources that support collaboration across institutions. Discusses benefits of a resource-based design, facilitating and managing the design process in the WWW, and…
Descriptors: Computer Simulation, Computer Software Development, Cooperative Programs, Educational Resources
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Riley, David – Educational Technology & Society, 2007
This article identifies three uses of educational technology and evaluates their potential to change curricula and pedagogic strategies. The article is in four parts, with the first outlining a temporal model of change and discussing educators' expectations of continuities and discontinuities in practice. In order to distinguish minor…
Descriptors: Educational History, Educational Change, Educational Strategies, Curriculum Development
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