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Showing 46 to 60 of 69 results Save | Export
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Estes, Michele D.; Liu, Juhong; Zha, Shenghua; Reedy, Kim – TechTrends: Linking Research and Practice to Improve Learning, 2014
Higher education institutions are using virtual telepresence systems to engage in collaborative course redesign and research projects. These systems hold promise and challenge for inter-institutional work in STEM areas. This paper describes a case study involving two universities in the 4-VA consortium, and the redesign of a shared STEM lab. The…
Descriptors: Colleges, STEM Education, Case Studies, Problem Based Learning
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Lee, Hyangsook – TechTrends: Linking Research and Practice to Improve Learning, 2013
This article discusses a number of significant developments in 3D holographic technology, its potential to revolutionize aspects of teaching and learning, and challenges of implementing the technology in educational settings.
Descriptors: Educational Technology, Computer Uses in Education, Computer Simulation, Program Implementation
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Damewood, Andrea M. – TechTrends: Linking Research and Practice to Improve Learning, 2016
This paper is focused on how technology in use changes over time, and the current trend of simulation technology as a supported classroom technology. Simulation-based training as a learning tool is discussed within the context of adult learning theories, as is the technology used and how today's higher education technology administrators support…
Descriptors: Higher Education, Trend Analysis, Educational Technology, Adult Learning
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Tscholl, Michael; Lindgren, Robb – TechTrends: Linking Research and Practice to Improve Learning, 2014
The potential of augmented reality technologies (AR) for learning in a social and informal setting has been recognized, but little is yet known about the kinds of learning interactions it promotes and supports. In this paper, we describe initial findings from a study where an interactive, immersive, full-body simulation was deployed in a science…
Descriptors: Simulated Environment, Teaching Methods, Interaction, Computer Simulation
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Holden, Christopher – TechTrends: Linking Research and Practice to Improve Learning, 2014
Experiments in the use of augmented reality games formerly required extensive material resources and expertise to implement above and beyond what might be possible within the usual educational contexts. Currently, the more common availability of hardware in these contexts and the existence of easy-to-use, general purpose augmented reality design…
Descriptors: Simulated Environment, Computer Simulation, Computers, Computer Software
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Yoon, Susan A.; Wang, Joyce – TechTrends: Linking Research and Practice to Improve Learning, 2014
Despite the potential of augmented reality (AR) in enabling students to construct new understanding, little is known about how the processes and interactions with the multimedia lead to increased learning. This study seeks to explore the affordances of an AR tool on learning that is focused on the science concept of magnets and magnetic fields.…
Descriptors: Simulated Environment, Computer Simulation, Interaction, Multimedia Instruction
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Wasko, Christopher – TechTrends: Linking Research and Practice to Improve Learning, 2013
Augmented reality (AR) enhanced learning environments have been designed to teach a variety of subjects by having learners act like professionals in the field as opposed to students in a classroom. The environments, grounded in constructivist and situated learning theories, place students in a meaningful, non-classroom environment and force them…
Descriptors: Handheld Devices, Computer Software, Student Attitudes, Constructivism (Learning)
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Lee, Kangdon – TechTrends: Linking Research and Practice to Improve Learning, 2012
There are many different ways for people to be educated and trained with regard to specific information and skills they need. These methods include classroom lectures with textbooks, computers, handheld devices, and other electronic appliances. The choice of learning innovation is dependent on an individual's access to various technologies and the…
Descriptors: Literature Reviews, Training, Educational Trends, Futures (of Society)
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Downey, Steve – TechTrends: Linking Research and Practice to Improve Learning, 2011
Today virtual world instruction faces many of the same educational challenges faced by Web-based instruction during its infancy. There is a lot of jargon and visions of the future being bandied about, but as Hirumi et al. note in the May/June and July/August 2010 issues of "TechTrends" "there little understanding of how to apply" pedagogical…
Descriptors: Instructional Design, Video Games, Web Based Instruction, Computer Simulation
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Howell, Dusti D. – TechTrends: Linking Research and Practice to Improve Learning, 2010
Hundreds of graduate students were introduced to the fields of instructional design and educational technology with the riddle of the smart machines, yet over the years no one has answered it correctly. After revealing the surprising answer to this riddle, both the negative and positive impacts of smart machines are analyzed. An example of this is…
Descriptors: Graduate Students, Instructional Design, Educational Technology, Computer Assisted Instruction
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Hsu, Chung-Yuan; Moore, David Richard – TechTrends: Linking Research and Practice to Improve Learning, 2010
The Goal-based Scenario method is a design model for applying simulations to instruction. This portfolio item describes an implementation of Goal-based Scenarios for the teaching of statistics. The application demonstrates how simulations can be contextualized and how they can allow learners to engage in legitimate inquiry in the pursuit of their…
Descriptors: Teaching Methods, Computer Assisted Instruction, Educational Objectives, Statistics
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Botterbusch, Hope R.; Talab, R. S. – TechTrends: Linking Research and Practice to Improve Learning, 2009
There are many unethical and illegal behaviors that take place in Second Life. This article offers several scenarios which represent some of these behaviors, including copyright infringement. It is hoped that the reader will understand how copyright infringement fits in with other unethical behaviors in Second Life. (Contains 20 resources.)
Descriptors: Copyrights, Ethics, Computer Simulation, Crime
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Wang, Feihong; Shao, Enming – TechTrends: Linking Research and Practice to Improve Learning, 2012
Second Life (SL) has been gaining increased attention in Education since it was launched in 2003. Language educators explored SL mainly as a virtual learning environment where learners can interact with native speakers (e.g., Hislope, 2008; Wang, Song, Xia, & Yan, 2009). Although most studies concluded positively about using SL for language…
Descriptors: Foreign Countries, English (Second Language), Assignments, Second Language Learning
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Lowdermilk, John; Martinez, Deborah; Pecina, Julie; Beccera, Lisa; Lowdermilk, Carey – TechTrends: Linking Research and Practice to Improve Learning, 2012
This article examines the use of a focused educational game. The game, "Behavior Breakthroughs"[TM], was created to teach people that work with children with autism, appropriate behavior management techniques. A group of undergraduate, teacher education students played the game and provided feedback on their experiences.
Descriptors: Autism, Student Behavior, Classroom Techniques, Special Education
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Barnett, Joshua H.; Archambault, Leanna – TechTrends: Linking Research and Practice to Improve Learning, 2010
Games have always been a part of the human experience. Even the earliest of civilizations created games for enjoyment and entertainment. However, the educational value of those games is a relatively recent consideration. Over the previous fifty years, scholars have questioned the potential positive lessons learned from games such as Monopoly[R],…
Descriptors: Economics, Theories, Instructional Effectiveness, Computer Simulation
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