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Showing 1 to 15 of 27 results Save | Export
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Swinson, Ronnie; Clark, Aaron C.; Ernst, Jeremy V.; Sutton, Kevin – Technology and Engineering Teacher, 2016
Today's engineers, designers, and technologists are often thrust into the role of problem solver, from the initial design phase of a product or process all the way to final development. Many engineers in manufacturing environments are tasked with solving problems and continuously improving processes to enhance company profitability, efficiency,…
Descriptors: Technology Education, Engineering Education, Simulation, Problem Solving
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Yang, Juan; Thomas, Michael S. C.; Qi, Xiaofei; Liu, Xuan – Computer Assisted Language Learning, 2019
From a psycholinguistic perspective of view, there are many cognitive differences that matter to individuals' second-language acquisition (SLA). Although many computer-assisted tools have been developed to capture and narrow the differences among learners, the use of these strategies may be highly risky because changing the environments or the…
Descriptors: Foreign Countries, Cognitive Ability, Phonological Awareness, English Teachers
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Collentine, Karina – Hispania, 2016
Tasks provide engaging ways to involve learners in meaningful, real-world activities with the foreign language (FL). Yet selecting classroom tasks suitable to learners' linguistic readiness is challenging, and task-based research is exploring the relationship between learners' overall abilities (e.g., reading, grammatical) and the complexity and…
Descriptors: Reading Ability, Second Language Learning, Task Analysis, College Students
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Levy, S. T.; Lahav, O. – Journal of Computer Assisted Learning, 2012
This paper addresses a central need among people who are blind, access to inquiry-based science learning materials, which are addressed by few other learning environments that use assistive technologies. In this study, we investigated ways in which learning environments based on sound mediation can support science learning by blind people. We used…
Descriptors: Assistive Technology, Pretests Posttests, Acoustics, Auditory Stimuli
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Fagan, Mary; Kilmon, Carol; Pandey, Vivek – Campus-Wide Information Systems, 2012
Purpose: This study aims to explore students' perceptions of a virtual reality simulation that enable nursing students to learn how to use a medical emergency crash cart. Design/methodology/approach: The study was designed to explore how students' perceptions of ease of use and perceived usefulness from the technology acceptance model and the…
Descriptors: Nursing Students, Student Attitudes, Structural Equation Models, Computer Simulation
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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)
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Behrend, Tara S.; Thompson, Lori Foster – International Journal of Training and Development, 2012
Animated agents have the potential to increase engagement and learning during online training by acting as personalized tutors. However, little is known about the conditions that make these agents most effective. In this study, 183 e-learners completed a Microsoft Excel training course. Approximately half were assigned an agent with predetermined…
Descriptors: Computer Assisted Instruction, Self Efficacy, Learner Controlled Instruction, Feedback (Response)
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Bedek, Michael; Seitlinger, Paul; Kopeinik, Simone; Albert, Dietrich – Electronic Journal of e-Learning, 2012
Digital educational games (DEGs) possess the potential of providing an appealing and intrinsically motivating learning context. Usually this potential is either taken for granted or examined through questionnaires or interviews in the course of evaluation studies. However, an "adaptive" game would increase the probability of a DEG being…
Descriptors: Foreign Countries, Educational Games, Computer Games, Computer Simulation
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Patel, K. K.; Vij, S. – IEEE Transactions on Learning Technologies, 2012
The inability to navigate independently and interact with the wider world is one of the most significant handicaps that can be caused by blindness, second only to the inability to communicate through reading and writing. Many difficulties are encountered when visually impaired people (VIP) need to visit new and unknown places. Current speech or…
Descriptors: Foreign Countries, Computer Simulation, Computer Assisted Instruction, Simulated Environment
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Lalley, James P.; Piotrowski, Phillip S.; Battaglia, Barbara; Brophy, Keith; Chugh, Kevin – International Journal of Environmental and Science Education, 2010
The purpose of the present study was to examine and compare the effectiveness of virtual frog dissection using V-Frog[C] and physical frog dissection on learning, retention, and affect. Subjects were secondary students enrolled in year-long life science classes in a suburban high school (N=102). Virtual dissections were done with V-Frog[C], a…
Descriptors: Computer Simulation, Computer Assisted Instruction, Laboratory Procedures, Pretests Posttests
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De Grove, Frederik; Van Looy, Jan; Neys, Joyce; Jansz, Jeroen – Electronic Journal of e-Learning, 2012
The goal of this study is to gain insight into the effects of context on educational game experience. Using a quasi-experimental setup, it compares the playing and learning experiences of adolescent players of the awareness-raising game PING in a domestic (N=135) and a school (N=121) context. Results indicate that both gaming (identification,…
Descriptors: Foreign Countries, Educational Games, Learning Experience, Poverty
Morris, Stephen K. – ProQuest LLC, 2010
A recent U.S. Department of Education (2009) meta-analysis concluded that blended learning may be better than either online or traditional lecture-based instruction. However, other research has shown that, for technology-enhanced instruction, learning outcomes are, at best, equal to traditional lecture-based instruction. Blended learning, when…
Descriptors: Electronic Learning, Blended Learning, Undergraduate Students, Computer Assisted Instruction
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Yusoff, Rasimah Che Mohd; Zaman, Halimah Badioze; Ahmad, Azlina – Australasian Journal of Educational Technology, 2011
This study investigates users' perception and acceptance of mixed reality (MR) technology. Acceptance of new information technologies has been important research area since 1990s. It is important to understand the reasons why people accept information technologies, as this can help to improve design, evaluation and prediction how users will…
Descriptors: Foreign Countries, Intention, Biomedicine, Science Instruction
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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)
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She, Hsiao-Ching; Chen, Yi-Zen – Computers & Education, 2009
This study examined how middle school students constructed their understanding of the mitosis and meiosis processes at a molecular level through multimedia learning materials presented in different interaction and sensory modality modes. A two (interaction modes: animation/simulation) by two (sensory modality modes: narration/on-screen text)…
Descriptors: Animation, Eye Movements, Attention, Interaction
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