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Showing 1 to 15 of 38 results Save | Export
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Slof, Bert; Erkens, Gijsbert; Kirschner, Paul A.; Helms-Lorenz, Michelle – Computers & Education, 2013
This study examined whether inspecting and constructing different part-task-specific visualizations differentially affects learning. To this end, a complex business-economics problem was structured into three phase-related part-tasks: (1) determining core concepts, (2) proposing multiple solutions, and (3) coming to a single solution. Each phase…
Descriptors: Group Activities, Cooperative Learning, Teamwork, Achievement Gains
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Lorenzo, Gonzalo; Pomares, Jorge; Lledo, Asuncion – Computers & Education, 2013
This paper presents the use of immersive virtual reality systems in the educational intervention with Asperger students. The starting points of this study are features of these students' cognitive style that requires an explicit teaching style supported by visual aids and highly structured environments. The proposed immersive virtual reality…
Descriptors: Intervention, Learning Strategies, Cognitive Style, Asperger Syndrome
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Bouta, Hara; Retalis, Symeon; Paraskeva, Fotini – Computers & Education, 2012
This study examines the effect of using an online 3D virtual environment in teaching Mathematics in Primary Education. In particular, it explores the extent to which student engagement--behavioral, affective and cognitive--is fostered by such tools in order to enhance collaborative learning. For the study we used a purpose-created 3D virtual…
Descriptors: Cooperative Learning, Virtual Classrooms, Mathematics Instruction, Elementary School Mathematics
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Merchant, Zahira; Goetz, Ernest T.; Keeney-Kennicutt, Wendy; Kwok, Oi-man; Cifuentes, Lauren; Davis, Trina J. – Computers & Education, 2012
We examined a model of the impact of a 3D desktop virtual reality environment on the learner characteristics (i.e. perceptual and psychological variables) that can enhance chemistry-related learning achievements in an introductory college chemistry class. The relationships between the 3D virtual reality features and the chemistry learning test as…
Descriptors: Instructional Design, Structural Equation Models, Self Efficacy, Computer Simulation
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Villalta, M.; Gajardo, I.; Nussbaum, M.; Andreu, J. J.; Echeverria, A.; Plass, J. L. – Computers & Education, 2011
In a Classroom Multiplayer Presential Game (CMPG) peers interact collaboratively with the virtual world and amongst themselves in a shared space. The design of this kind of game, however, is a complex process that must consider instruction strategies, methodology, usability and ludic aspects. This article's aim is to develop and systematize…
Descriptors: Design Requirements, Guidelines, Instructional Effectiveness, Educational Technology
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Berns, Anke; Gonzalez-Pardo, Antonio; Camacho, David – Computers & Education, 2013
This paper presents our recent experiences with the design of game-like applications in 3-D virtual environments as well as its impact on student motivation and learning. Therefore our paper starts with a brief analysis of the motivational aspects of videogames and virtual worlds (VWs). We then go on to explore the possible benefits of both in the…
Descriptors: Educational Games, German, Second Language Instruction, Language Tests
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Fassbender, Eric; Richards, Deborah; Bilgin, Ayse; Thompson, William Forde; Heiden, Wolfgang – Computers & Education, 2012
Game technology has been widely used for educational applications, however, despite the common use of background music in games, its effect on learning has been largely unexplored. This paper discusses how music played in the background of a computer-animated history lesson affected participants' memory for facts. A virtual history lesson was…
Descriptors: Music, Familiarity, Recall (Psychology), History Instruction
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Qudrat-Ullah, Hassan – Computers & Education, 2010
The use of simulations in general and of system dynamics simulation based interactive learning environments (SDILEs) in particular is well recognized as an effective way of improving users' decision making and learning in complex, dynamic tasks. However, the effectiveness of SDILEs in classrooms has rarely been evaluated. This article describes…
Descriptors: Instructional Design, Introductory Courses, Student Attitudes, Experiential Learning
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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
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Meluso, Angela; Zheng, Meixun; Spires, Hiller A.; Lester, James – Computers & Education, 2012
Many argue that games can positively impact learning by providing an intrinsically motivating and engaging learning environment for students in ways that traditional school cannot. Recent research demonstrates that games have the potential to impact student learning in STEM content areas and that collaborative gameplay may be of particular…
Descriptors: Self Efficacy, Grade 5, Educational Games, STEM Education
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Verstegen, D. M. L.; Barnard, Y. F.; Pilot, A. – Computers & Education, 2009
Designing specifications for technically advanced instructional products, such as e-learning, simulations or simulators requires different kinds of expertise. The SLIM method proposes to involve all stakeholders from the beginning in a series of workshops under the guidance of experienced instructional designers. These instructional designers…
Descriptors: Workshops, Case Studies, Methods, Educational Technology
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Hamalainen, Raija; Oksanen, Kimmo – Computers & Education, 2012
Along with the development of new technologies, orchestrating computer-supported collaborative learning (CSCL) has become a topic of discussion because new learning spaces challenge teacher to support collaborative learning in new ways. However, despite the optimistic notions of teachers' orchestration in CSCL situations, there are still no…
Descriptors: Computer Assisted Instruction, Group Activities, Professional Development, Time on Task
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Molenaar, Inge; Roda, Claudia; van Boxtel, Carla; Sleegers, Peter – Computers & Education, 2012
The aim of this study is to test the effects of dynamically scaffolding social regulation of middle school students working in a computer-based learning environment. Dyads in the scaffolding condition (N=56) are supported with computer-generated scaffolds and students in the control condition (N=54) do not receive scaffolds. The scaffolds are…
Descriptors: Computer Assisted Instruction, Cooperative Learning, Metacognition, Learning Processes
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Bekebrede, G.; Warmelink, H. J. G.; Mayer, I. S. – Computers & Education, 2011
There is a growing interest in the use of simulations and games in Dutch higher education. This development is based on the perception that students belong to the "gamer generation" or "net generation": a generation that has grown up with computer games and other technology affecting their preferred learning styles, social…
Descriptors: Foreign Countries, Technological Advancement, Computer Simulation, Educational Games
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Kwok, Ron Chi-Wai; Cheng, Shuk Han; Ip, Horace Ho-Shing; Kong, Joseph Siu-Lung – Computers & Education, 2011
This study proposes a teaching and research initiative, named SAMAL (Smart AMbience for Affective Learning) that will provide a unique ambient mediated environment for integrating cognitive and affective approaches to enhance learning. Also, this study illustrates a design of SAMAL classroom with affectively evocative scenarios for learning de…
Descriptors: Creativity, Information Management, Learner Engagement, Psychoeducational Methods
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