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Schofield, Damian – Journal of Information Technology Education: Research, 2014
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online vir-tual environments. This technology has been used to generate a range of interactive Virtual Real-ity (VR) learning environments across a spectrum of…
Descriptors: Guidelines, Games, Engineering Technology, Virtual Classrooms
Cope, Bill; Kalantzis, Mary – E-Learning and Digital Media, 2013
This article describes the thinking behind the development of "Scholar," a "social knowledge" technology developed as part of a series of research and development projects at the University of Illinois. Seven pedagogical openings are identified in this article, possibilities for the creation of innovative learning environments…
Descriptors: Computer Software, Educational Technology, Theory Practice Relationship, Electronic Learning
Lai, Yuan – Exceptionality Education International, 2009
While conceptualizations of giftedness have been broadened to include many forms of giftedness, a reconceptualization of gifted programs has not followed. The paper argues that the Reggio Emilia approach to early childhood education, combining important features of the fields of early childhood education and gifted education, is a good fit for…
Descriptors: Academically Gifted, Early Childhood Education, Young Children, Knowledge Representation

Klabbers, Jan H. G. – Simulation & Gaming, 1996
Gaming is discussed against a background of rationalist and historicist traditions of reality; trivial and nontrivial machine models of problem solving; and rigid-rule and free-form games. (JKP)
Descriptors: Decision Making, Educational Environment, Games, Heuristics

Law-Yone, Hubert – Simulation & Gaming, 1996
Critically analyzes an article by Jan Klabbers, focusing on methodological, epistemological, and ontological viewpoints. Examines the reasoning process whereby the actor approach model of learning environments is derived from the machine approach model; looks at claims of differentiation between rationalism and historicism, and the distinction…
Descriptors: Educational Environment, Epistemology, Games, Heuristics
Suthers, Daniel D.; Hundhausen, Christopher D.; Girardeau, Laura E. – Computers & Education, 2003
This paper reports an empirical study comparing the role of discourse and knowledge representations (graphical evidence mapping) in face-to-face versus synchronous online collaborative learning. Prior work in face-to-face collaborative learning situations has shown that the features of representational notations can influence the focus of…
Descriptors: Learning Activities, Cooperative Learning, Knowledge Representation, Educational Environment
Chen, Pearl; McGrath, Diane – Journal of Educational Multimedia and Hypermedia, 2003
This study documented the processes of knowledge construction and knowledge representation in high school students' hypermedia design projects. Analysis of knowledge construction in linking and structural building yielded distinct types and subtypes of hypermedia documents, which were characterized by four features of knowledge representation: (a)…
Descriptors: Knowledge Representation, Hypermedia, High School Students, Active Learning
Bodemer, Daniel; Ploetzner, Rolf; Feuerlein, Inge; Spada, Hans – Learning and Instruction, 2004
Computer-based learning environments commonly comprise symbolic as well as static and dynamic pictorial representations, frequently combined with the possibility of modifying them interactively. While multiple, dynamic and interactive external representations have the potential to improve learning in various ways, they also place specific demands…
Descriptors: Visualization, Pictorial Stimuli, Computer Assisted Instruction, Educational Environment
Hypermedia Representations for Learning: Formal and Informal Observations on Designs and Directions.
Parkes, A. P. – 1994
This paper focuses on issues of representation and interaction styles that are relevant considerations in the design and analysis of hypermedia learning environments. Analysis is supported by examples from the "HUGH" series of studies involving learners in reasoning about formal hypermedia representations. The representational issues include…
Descriptors: Computer Assisted Instruction, Computer System Design, Constructivism (Learning), Discovery Learning