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McEachron, D. L.; Bach, C.; Sualp, M. – Campus-Wide Information Systems, 2012
Purpose: The purpose of this paper is to examine existing learning innovation systems and propose a systematic methodology of delivering educational innovations in the right amount, in the right place and at the right time. Design/methodology/approach: Higher education is not effectively incorporating new discoveries in cognitive science and human…
Descriptors: Knowledge Management, Research Papers (Students), Educational Innovation, Information Transfer
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Veletsianos, George; Heller, Robert; Overmyer, Scott; Procter, Mike – British Journal of Educational Technology, 2010
This paper examines the effective deployment of conversational agents in virtual worlds from the perspective of researchers/practitioners in cognitive psychology, computing science, learning technologies and engineering. From a cognitive perspective, the major challenge lies in the coordination and management of the various channels of information…
Descriptors: Cues, Engineering, Cognitive Psychology, Internet
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Lafford, Barbara A.; Lafford, Peter A.; Sykes, Julie – CALICO Journal, 2007
Despite the problems presented by lexical errors in second language (L2) communication, most computer assisted language learning (CALL) programs tend to focus on the acquisition of grammar points rather than on the development of the L2 lexicon. In addition, CALL vocabulary tasks are typically limited in scope and mechanical in nature, covering…
Descriptors: Sociolinguistics, Psycholinguistics, Grammar, Cognitive Psychology
Sheu, Feng-Ru – 2001
With the increased demand and interest in electronic performance support systems (EPSS), particularly for supporting knowledge-based problems solving expertise in the information age (Gustafson, 2000; Dickelman, 2000; Kasvi & Vartiainen, 2000), instructional designers are facing a new challenge designing a system that could deliver (or…
Descriptors: Cognitive Psychology, Computer System Design, Educational Research, Instructional Design
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Gee, J. P. – Innovate: Journal of Online Education, 2005
A good instructional game, like many good commercial games, should be built around what the author calls "authentic professionalism." In such games, skills, knowledge, and values are distributed between the virtual characters and the real-world player in a way that allows the player to experience first-hand how members of that profession think,…
Descriptors: Learning Theories, Video Games, Cognitive Psychology, Video Technology