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Dodd, Bucky J.; Antonenko, Pavlo D. – Computers & Education, 2012
Desktop virtual reality is an emerging educational technology that offers many potential benefits for learners in online learning contexts; however, a limited body of research is available that connects current multimedia learning techniques with these new forms of media. Because most formal online learning is delivered using learning management…
Descriptors: Multimedia Instruction, Hypermedia, Educational Technology, Instructional Design
Chung, Gregory K. W. K.; Nagashima, Sam O.; Delacruz, Girlie C.; Lee, John J.; Wainess, Richard; Baker, Eva L. – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2011
The UCLA National Center for Research on Evaluation, Standards, and Student Testing (CRESST) is under contract from the Naval Postgraduate School (NPS) to conduct research on assessment models and tools designed to support Marine Corps rifle marksmanship. In this deliverable, we first review the literature on known-distance rifle marksmanship…
Descriptors: Weapons, Psychomotor Skills, Computer Software, Military Personnel
Liu, Han-Chin; Chuang, Hsueh-Hua – Interactive Learning Environments, 2011
This study investigated how the format of verbal instructions in computer simulations and prior knowledge (PK) affected 8th graders' cognitive load (CL) level and achievement in a multimedia learning environment. Although PK was not found to significantly affect student performance and CL level, instruction format was found to impact both.…
Descriptors: Electronic Learning, Instructional Design, Prior Learning, Grade 8
Eldakak, Sam – Online Submission, 2012
Computers can help the range of ways learners build up their own perception. Students who collect data from the Internet can be self-directed and independent. They can select sources to study and the connections to follow. Relying on the bounds laid down by teachers, the students may be in full control of their subjects and their studies. Students…
Descriptors: Computer Uses in Education, Computer Software, Educational Technology, Multimedia Materials
Gonzalez, Carina S.; Blanco, Francisco – Simulation & Gaming, 2008
Different approaches have demonstrated that learning improves when implemented in a constructivist and social way. In addition, electronic games and simulations are perceived to have high educational value because of their motivational and emotional factors. This potential value can be developed by defining appropriate scenarios in which players…
Descriptors: Constructivism (Learning), Video Games, Educational Games, Integrated Curriculum
Jacobson, Astrid R.; Militello, Roberta; Baveye, Philippe C. – Computers & Education, 2009
Multidisciplinary courses are being developed at a number of US colleges and universities to highlight the connections between the rise or fall of world civilizations and the sustainable or unsustainable uses of soil and water resources. The content presented in these courses is complex because it includes concepts from disciplines as varied as…
Descriptors: Environmental Influences, Interdisciplinary Approach, Educational Objectives, College Instruction
Rivera-Nivar, Mericia; Pomales-Garcia, Cristina – Computers & Education, 2010
This work explores the feasibility of proposing universal design guidelines for E-training modules considering aging differences as an important factor. A controlled experiment was designed and conducted to evaluate the effects of module design characteristics on information recall, satisfaction, disorientation, and task workload, and the…
Descriptors: Design Requirements, Photography, Learning Modules, Recall (Psychology)
Singer-Califano, Autumn – Journal on Educational Psychology, 2008
Social skills training programs are frequently used with students who are at risk for or who have emotional and behavioral disorders. These students often experience social skills deficiencies, antisocial behavior, and negative peer relationships. Because the media is an important factor in the socialization and interaction of students, there…
Descriptors: Social Development, Interpersonal Competence, Skill Development, At Risk Students
Tobias, Sigmund, Ed.; Fletcher, J. D., Ed. – IAP - Information Age Publishing, Inc., 2011
There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games,…
Descriptors: Evidence, Constructivism (Learning), Play, Video Games
Tay, Lee Yong; Lim, Cher Ping – Educational Media International, 2010
This paper examines how a game-like 3D Multi-User Virtual Environment (MUVE), Quest Atlantis (QA), is used in an after-school programme to engage a group of 14 academically at-risk primary students in their learning. It adopts an activity theoretical perspective to identify the disturbances and contradictions during the implementation of the…
Descriptors: Virtual Classrooms, Social Environment, Information Technology, At Risk Students
Phornphisutthimas, Somkiat; Panijpan, Bhinyo; Wood, Edward J.; Booth, Andrew G. – Biochemistry and Molecular Biology Education, 2007
To support student learning in biochemistry and related courses, a simulation program, the Protein Purification Program, offers an alternative multimedia-based tool. This program has now been translated to produce a Thai version. However, translation from the original into the Thai language is limited by the differences between the language…
Descriptors: Biochemistry, Thai, Likert Scales, Code Switching (Language)
Birchfield, David; Megowan-Romanowicz, Colleen – International Journal of Computer-Supported Collaborative Learning, 2009
Conversational technologies such as email, chat rooms, and blogs have made the transition from novel communication technologies to powerful tools for learning. Currently virtual worlds are undergoing the same transition. We argue that the next wave of innovation is at the level of the computer interface, and that mixed-reality environments offer…
Descriptors: Elementary Secondary Education, Achievement Gains, Student Participation, Earth Science
Small, Ruth V. – Journal of Instruction Delivery Systems, 1994
Examines the advantages of presenting case study information via multimedia. Highlights identify advantages of using multimedia, including browsability, comprehensiveness, currency, flexibility, linkage, simplicity, precision, closeness to problem, and cost savings. Potential problems are also discussed. (Contains eight references.) (SLW)
Descriptors: Case Method (Teaching Technique), Case Studies, Computer Assisted Instruction, Computer Simulation

Min, Rik – British Journal of Educational Technology, 1994
Analyzes shortcomings of computer monitors, including one-way communication and organization of the monitor display, when they are used with multimedia in open learning environments. Solutions are described according to the concepts and theories developed by Min, Koopal, Gritter, Struyker, Boudier, Coleman, Miltenburg, and Van Schaick Zillesen…
Descriptors: Computer Assisted Instruction, Computer Simulation, Display Systems, Educational Environment

Chapman, Bryan L.; Allen, Rex J. – Journal of Interactive Instruction Development, 1994
Discusses a case study of a project created for the U.S. Air Force, Air Combat Command, in which mental models were taught, reinforced, and assessed as the foundation for instruction. Preliminary data for 183 students reflected a 93% mastery level and a 79% cumulative gain in students' ability to troubleshoot difficult problems. (Author/AEF)
Descriptors: Case Studies, Cognitive Tests, Computer Simulation, Educational Development
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