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Showing 931 to 945 of 1,115 results Save | Export
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Bonacich, Phillip; Bienenstock, Elisa Jayne – Social Psychology Quarterly, 2009
This paper presents and tests a general model to predict emergent exchange patterns and power differences in reciprocal exchange networks when individual actors follow the norm of reciprocity. With an interesting qualification, the experimental results reported here support the power-dependence approach (Emerson 1972a, b): those who acquire the…
Descriptors: Interpersonal Communication, Power Structure, Prediction, Interpersonal Relationship
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Shen, Jia; Eder, Lauren B. – Journal of Information Systems Education, 2009
Virtual worlds are becoming increasingly sophisticated, showing potential as an effective platform for a variety of collaborative activities, including learning. This study examines students' intentions to use the virtual world Second Life (SL) for education, and explores factors associated with their intentions. Based on the Technology Acceptance…
Descriptors: Computer Simulation, Computer Uses in Education, Intention, College Students
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Fang, Linda; Tan, Hock Soon; Thwin, Mya Mya; Tan, Kim Cheng; Koh, Caroline – Educational Media International, 2011
This study seeks to understand the value simulation-based learning (SBL) added to the learning of Machining Technology in a 15-week core subject course offered to university students. The research questions were: (1) How did SBL enhance classroom learning? (2) How did SBL help participants in their test? (3) How did SBL prepare participants for…
Descriptors: Foreign Countries, Mastery Learning, Workshops, College Instruction
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Essid, Joe; Wilde, Fran – EDUCAUSE Quarterly, 2011
Effective virtual simulations can embed participants in imaginary worlds. Researchers working in virtual worlds and gaming often refer to "immersion," a state in which a participant or player loses track of time and becomes one with the simulation. Immersive settings have been shown to deepen learning. Ken Hudson's work with students…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Role Playing
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Downey, Steve; Mohler, Jill; Morris, Joan; Sanchez, Rene – Australasian Journal of Educational Technology, 2012
Online learning critically relies upon good communication between engaged parties in order to convey ideas, meanings, and values. Emerging technologies in collaborative virtual environments are providing new affordances in establishing greater online presence and, in turn, greater abilities to communicate and learn. This study examines how…
Descriptors: Synchronous Communication, Computer Simulation, Simulated Environment, Virtual Classrooms
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Chen, Li-Chiou; Tao, Lixin – Educational Technology & Society, 2012
We have developed a tool called Secure WEb dEvelopment Teaching (SWEET) to introduce security concepts and practices for web application development. This tool provides introductory tutorials, teaching modules utilizing virtualized hands-on exercises, and project ideas in web application security. In addition, the tool provides pre-configured…
Descriptors: Internet, Computer Security, Information Security, Computer Science Education
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De Lucia, A.; Francese, R.; Passero, I.; Tortora, G. – International Journal of Distance Education Technologies, 2012
Mobile devices are changing the way people work and communicate. Most of the innovative devices offer the opportunity to integrate augmented reality in mobile applications, permitting the combination of the real world with virtual information. This feature can be particularly useful to enhance informal and formal didactic actions based on student…
Descriptors: Foreign Countries, Photography, Student Participation, Cooperative Learning
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Tao, Yu-Hui; Yeh, C. Rosa; Hung, Kung Chin – Computers & Education, 2012
Previous studies on business simulation games (BSGs) have concluded that improved performance may not be the primary benefit of using BSGs, due to mixed results between student performance and perceptions. Two relevant and insightful issues attract our attention, namely, the impacts of the heterogeneous student population and the different…
Descriptors: Academic Achievement, Student Characteristics, Learning Motivation, Regression (Statistics)
Deutschmann, Mats; Steinvall, Anders – European Association for Computer-Assisted Language Learning (EUROCALL), 2010
This paper presents further innovative use of virtual worlds under the pilot stages of ASSIS (A Second Step in Second Life), a project funded by Umea University. One of the aims of the project is to make use of the affordances offered by Second Life in order to raise sociolinguistic language awareness among teacher trainees and other students…
Descriptors: Teaching Methods, College Students, Sociolinguistics, Cross Cultural Studies
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Stewart, Barbara; Hutchins, Holly M.; Ezell, Shirley; De Martino, Darrell; Bobba, Anil – Innovations in Education and Teaching International, 2010
Case study methodology was used to describe the challenges experienced in the development of a virtual component for a freshman-level undergraduate course. The purpose of the project was to use a virtual environment component to provide an interactive and engaging learning environment. While some student and faculty feedback was positive, this…
Descriptors: Computer Simulation, Online Courses, Virtual Classrooms, Electronic Learning
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Schuelke, Matthew J.; Day, Eric Anthony; McEntire, Lauren E.; Boatman, Paul R.; Boatman, Jazmine Espejo; Kowollik, Vanessa; Wang, Xiaoqian – Journal of Applied Psychology, 2009
The authors examined the relative criterion-related validity of knowledge structure coherence and two accuracy-based indices (closeness and correlation) as well as the utility of using a combination of knowledge structure indices in the prediction of skill acquisition and transfer. Findings from an aggregation of 5 independent samples (N = 958)…
Descriptors: Intelligence, Rhetoric, Computer Simulation, Validity
Kemp, Jeremy William – ProQuest LLC, 2011
This quantitative survey study examines the willingness of online students to adopt an immersive virtual environment as a classroom tool and compares this with their feelings about more traditional learning modes including our ANGEL learning management system and the Elluminate live Web conferencing tool. I surveyed 1,108 graduate students in…
Descriptors: Instructional Design, Electronic Learning, Virtual Classrooms, Statistical Analysis
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Chen, Judy F.; Warden, Clyde A.; Tai, David Wen-Shung; Chen, Farn-Shing; Chao, Chich-Yang – Computers & Education, 2011
Virtual spaces allow abstract representations of reality that not only encourage student self-directed learning but also reinforce core content of the learning objective through visual metaphors not reproducible in the physical world. One of the advantages of such a space is the ability to escape the restrictions of the physical classroom, yet…
Descriptors: Figurative Language, Abstract Reasoning, Business English, Values
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Cheryan, Sapna; Meltzoff, Andrew N.; Kim, Saenam – Computers & Education, 2011
Three experiments examined whether the design of virtual learning environments influences undergraduates' enrollment intentions and anticipated success in introductory computer science courses. Changing the design of a virtual classroom--from one that conveys current computer science stereotypes to one that does not--significantly increased…
Descriptors: Computer Science Education, Females, Virtual Classrooms, Gender Differences
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Takatalo, Jari; Hakkinen, Jukka; Kaistinen, Jyrki; Nyman, Gote – Simulation & Gaming, 2011
Playing entertainment computer, video, and portable games, namely, digital games, is receiving more and more attention in academic research. Games are studied in different situations with numerous methods, but little is known about if and how the playing situation affects the user experience (UX) in games. In addition, it is hard to understand and…
Descriptors: Video Games, Measurement Techniques, Laboratories, Males
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