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Hopper, Susan B. – Journal of Interactive Learning Research, 2018
simSchool is a game-based, virtual, and interactive tool that allows pre-service teachers to acquire new skills while constructing knowledge through experimentation with learning situations. Pre-service teachers develop know-how--or heuristic knowledge--through repeated practice in the "Personality Plus Higher-Order Thinking" module to…
Descriptors: Preservice Teachers, Preservice Teacher Education, Computer Simulation, Simulated Environment
Benedict, Amber; Holdheide, Lynn; Brownell, Mary; Foley, Abigail Marshall – Center on Great Teachers and Leaders, 2016
This Special Issues Brief from the Collaboration for Effective Educator Development, Accountability and Reform (CEEDAR Center) and the Center on Great Teachers and Leaders (GTL Center) outlines essential features for providing high-quality, structured, and sequenced opportunities to practice within teacher preparation programs. This brief is…
Descriptors: Teacher Education Programs, Teacher Competencies, College Faculty, Educational Innovation
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Kevan, Jonathan M.; Ryan, Paul R. – Technology, Knowledge and Learning, 2016
This emerging technology report describes the Experience API (xAPI), a new e-learning specification designed to support the learning community in standardizing and collecting both formal and informal distributed learning activities. Informed by Activity Theory, a framework aligned with constructivism, data is collected in the form of activity…
Descriptors: Electronic Learning, Educational Technology, Learning Activities, Alternative Assessment
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Northcote, Maria – Australian Primary Mathematics Classroom, 2015
Use of technology in the mathematics classroom has the potential to advance children's learning of mathematics and enhance their attitudes about mathematics. When used in conjunction with purposeful planning, teachers can use technological tools to reinforce their pedagogical intentions and to facilitate relevant learning activities for students.…
Descriptors: Mathematics Instruction, Elementary School Mathematics, Technology Uses in Education, Educational Technology
Gomes, José Duarte Cardoso; Figueiredo, Mauro Jorge Guerreiro; Amante, Lúcia da Graça Cruz Domingues; Gomes, Cristina Maria Cardoso – International Association for Development of the Information Society, 2014
Gaming activities are an integral part of the human learning process, in particular for children. Game-based learning focuses on motivation and children's engagement towards learning. Educational game-based activities are becoming effective strategies to enhance the learning process. This paper presents an educational activity focusing to merge…
Descriptors: Computer Simulation, Simulated Environment, Educational Technology, Teaching Methods
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Hansbol, MIkala; Meyer, Bente – E-Learning and Digital Media, 2011
This article takes as its point of departure a language project which is a subproject under the larger ongoing (2007-2011) research project Serious Games on a Global Market Place. The language project follows how the virtual universe known as Mingoville (http://www.mingoville.com) becomes an actor in English education for beginners. The virtual…
Descriptors: English (Second Language), Second Language Instruction, Simulated Environment, Role
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Peeples, Jennifer; Hall, Bradford J.; Seiter, John S. – Communication Teacher, 2012
Although Western cultures tend to view dolphins as friendly and benevolent, in Japanese fishing communities, "iruka" (dolphins) are often viewed as food or pests. These perspectives have led to intense conflicts between Japanese fishermen and activists from the west. This article presents an exercise that simulates intercultural conflict by asking…
Descriptors: Intercultural Communication, World Views, Ethnic Groups, Conflict
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Guerrero, Karen – Social Studies and the Young Learner, 2007
In this article, the author describes how teachers, students, and other community members collaborated in the planning and preparation of World Bazaar, a project aimed to immerse elementary students into modern and ancient cultures through reading, writing, researching, using maps, and seeing videos. On the day of the World Bazaar, the courtyard…
Descriptors: Cooperation, Cultural Pluralism, Teacher Motivation, Student Motivation
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Verner, Igor M. – International Journal of Computers for Mathematical Learning, 2004
This article considers the use of a learning environment, RoboCell, where manipulations of objects are performed by robot operations specified through the learner's application of mathematical and spatial reasoning. A curriculum is proposed relating to robot kinematics and point-to-point motion, rotation of objects, and robotic assembly of spatial…
Descriptors: Middle Schools, High Schools, Visualization, Teaching Methods
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Shih, Timothy K.; Chang, Ya-Fung; Hsu, Hun-Hui; Wang, Ying-Hong; Chen, Yung-Hui – Interactive Technology and Smart Education, 2004
Distance education has been an important research issue of multimedia computing and communication. Since the instructional activities are implemented on cyberspace, how to control behaviors of students and to increase the degree of communication awareness have been a challenging issue. We propose a system based on the scaffolding theory. Behaviors…
Descriptors: Video Games, Distance Education, Computer Simulation, Educational Technology
Gerling, Kenneth D. – 1988
This paper describes the simulator phase of Commonwealth Edison's program for training and licensing operators of nuclear power stations. Topics covered include (1) preparing the students before starting the simulator phase; (2) the simulator schedule and the number of students that can be trained effectively in a class; (3) format and structure…
Descriptors: Classroom Techniques, Evaluation Methods, Job Training, Learning Activities
Santa Barbara Elementary and High School District, CA. Career Education Dept. – 1977
The project reported here was conducted to develop a consumer education program for high school students (grades 10 through 12) which would: (1) provide students with hands-on experiences in the management of resources (money, time, and energy) as householders in a simulated off-campus laboratory (a community girls' club), and (2) enable students…
Descriptors: Community Health Services, Community Organizations, Consumer Education, Decision Making