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Korolov, Maria – T.H.E. Journal, 2011
Unhappy with conditions in Second Life, educators are migrating to a developing virtual world that offers them greater autonomy and a safer platform for their students at far less a cost. OpenSimulator is an open source virtual world platform that schools can run for free on their own servers or can get cheaply and quickly--the space can be up and…
Descriptors: Virtual Classrooms, Computer Simulation, Social Systems, Internet
Demski, Jennifer – T.H.E. Journal, 2010
Moving from a traditional desktop computing environment to a virtualized solution is a daunting task. In this article, the author presents case histories of three districts that have made the conversion to virtual computing to learn about their experiences: What prompted them to make the move, and what were their objectives? Which obstacles prove…
Descriptors: Educational Technology, Client Server Architecture, Computer Simulation, Data Collection
Waters, John K. – T.H.E. Journal, 2009
In this article, the author talks about the 3D virtual world known as Second Life and its potential as a learning platform. In the last few years, many colleges, universities, and libraries have established resources in what has become the preeminent multiuser virtual environment. Today, more than 100 Second Life "regions" are used for educational…
Descriptors: Educational Resources, Social Networks, Computer Simulation, Educational Technology
Villano, Matt – T.H.E. Journal, 2008
The technology is simple: Mobile technologies such as handheld computers and global positioning systems work in sync to create an alternate, hybrid world that mixes virtual characters with the actual physical environment. The result is a digital simulation that offers powerful game-playing opportunities and allows students to become more engaged…
Descriptors: Educational Technology, College Faculty, Middle School Students, Mathematics Education
Demski, Jennifer – T.H.E. Journal, 2009
For a growing group of educators, the online role-playing game World of Warcraft, Blizzard Entertainment's massively popular massively multiplayer online role-playing game (MMORPG), is a place to go to relax, network, and discover potential learning strategies-- and slay a few monsters if they get in the way. The online role-playing game World of…
Descriptors: Video Games, Role Playing, Fantasy, Computer Mediated Communication
Demski, Jennifer – T.H.E. Journal, 2009
Algebra, geometry, earth science, physics--these require patience and perseverance to master. That kind of academic stamina is hard to advertise to kids nurtured on the instant engagement and gratification of modern digital technology. And there's little hope they'll be sustained by an intrinsic interest in math and science; they have to be shown…
Descriptors: Student Interests, Mathematics Education, Science Education, Technology Education
Blaisdell, Mikael – T.H.E. Journal, 2006
It is the universal cry of parents the world over, driven mad by the persistent sight of their children investing hours and hours in mastering the many layers of a video game. To the parent, video games are the enemy, the nemesis of homework and learning. But the child sees something of value, something engaging enough to fill a weekend, to the…
Descriptors: Educational Benefits, Computer Simulation, Classrooms, Computer Graphics

Forinash, Kyle; Wisman, Raymond – T.H.E. Journal, 2001
Discusses the effectiveness of offering science laboratories via distance education. Explains current delivery technologies, including computer simulations, videos, and laboratory kits sent to students; pros and cons of distance labs; the use of spreadsheets; and possibilities for new science education models. (LRW)
Descriptors: Computer Simulation, Distance Education, Instructional Effectiveness, Laboratory Experiments

Peha, Jon M. – T.H.E. Journal, 1997
Describes a tool called the Electronic Issue Forum which was designed to give college students experience in writing both persuasive and balanced papers in a way that supports distance learning. The role-playing nature of the forum is explained, and grading criteria and other student needs are considered. (Author/LRW)
Descriptors: Computer Mediated Communication, Computer Networks, Computer Simulation, Criteria

Ganzert, Robin; Helms, Allen – T.H.E. Journal, 1998
Describes a partnership between Wake Forest University's graduate school of management and an elementary school that resulted in the development of a computer simulation game that integrated technology into the fifth-grade curriculum via a business simulation where players set up and run their own dinosaur amusement park. (LRW)
Descriptors: Administrator Education, College School Cooperation, Computer Simulation, Educational Games

Claudet, Joseph – T.H.E. Journal, 1998
Discussion of integrating computer technology with the case-based approach for teaching school leadership focuses on an overview of project activities and initial findings of one funded multimedia research and development effort, the Administrator Case Simulation Project, to design, develop, and use CD-ROM case simulations as reflective thinking…
Descriptors: Administrator Education, Case Method (Teaching Technique), Computer Simulation, Instructional Leadership

Reid, Robert D.; Sykes, Wylmarie – T.H.E. Journal, 1999
Discusses the use of virtual reality as an educational tool. Highlights include examples of virtual reality in public schools that lead to a more active learning process, simulated environments, integrating virtual reality into any curriculum, benefits to teachers and students, and overcoming barriers to implementation. (LRW)
Descriptors: Active Learning, Computer Assisted Instruction, Computer Simulation, Curriculum Development

Carlson, Patricia A.; Ruberg, Laurie; Johnson, Tina; Kraus, Janet; Sowd, Ann – T.H.E. Journal, 1998
NASA research into plant-based regenerative systems for sustaining colonies in space provides the core content for the Classroom of the Future (COTF), a NASA sponsored project that transfers research on space exploration to high school biology classrooms. This article describes and evaluates BioBlast (Better Learning through Adventure, Simulations…
Descriptors: Biology, Computer Assisted Instruction, Computer Simulation, Cooperation

Levine, Lawrence E. – T.H.E. Journal, 2002
Addresses the use of technology to enhance teaching and learning in a classroom environment. Discusses classroom setups, including networks and Internet connections; utilizing resources, including lecture notes, software demonstrations, and simulations; the use of laptop computers; and examples of technology use where students don't have access to…
Descriptors: Access to Computers, Classroom Environment, Computer Networks, Computer Simulation

Coleman, Frances M. – T.H.E. Journal, 1997
Explains the unique benefits of using simulation software in place of physical experiments testing in high school science. Supplies detailed examples of students' usage. A sidebar presents vendors of simulation packages. (AEF)
Descriptors: Computer Assisted Instruction, Computer Simulation, Computer Software, Educational Technology
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