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La Rocca, Paola; Riggi, Francesco – European Journal of Physics, 2009
The absorption of beta rays from a radioactive source in different materials was investigated by the use of a simple setup based on a Geiger counter and a set of absorber sheets. The number of electrons traversing the material was measured as a function of its thickness. Detailed GEANT simulations were carried out to reproduce the obtained…
Descriptors: Undergraduate Study, College Science, Science Instruction, Science Experiments
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Koch, Douglas – Journal of Technology Education, 2011
The purpose of this study was to determine whether or not the use of solid modeling software increases participants' success in solving a specified technical problem and how visualization affects their ability to solve a technical problem. Specifically, the study sought to determine if (a) students' visualization skills affect their problem…
Descriptors: Engineering Technology, Spatial Ability, Visualization, Perception Tests
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Whalen, D. Joel – Business Communication Quarterly, 2011
The seven Favorite Assignments featured in this article were originally presented at the 2010 ABC Annual Convention, Chicago, Illinois. The reader can consider a variety of learning objectives from team building to persuasion, application of electronic media to face-to-face communication, and much more. Some Favorite Assignments take a full…
Descriptors: Conferences (Gatherings), Assignments, Behavioral Objectives, Collaborative Writing
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Connolly, Thomas M.; Stansfield, Mark; Hainey, Thomas – Computers & Education, 2011
Over the last decade, Alternate Reality Games (ARGs), a form of narrative often involving multiple media and gaming elements to tell a story that might be affected by participants' actions, have been used in the marketing and promotion of a number of entertainment related products such as films, computer games and music. This paper discusses the…
Descriptors: Foreign Countries, Research Design, Student Attitudes, Learning Activities
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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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Lisk, Timothy C.; Kaplancali, Ugur T.; Riggio, Ronald E. – Simulation & Gaming, 2012
With their increased popularity, games open up possibilities for simultaneous learning on multiple levels; players may learn from contextual information embedded in the narrative of the game and through the risks, benefits, costs, outcomes, and rewards of the alternative strategies that result from fast-paced decision making. Such dynamics also…
Descriptors: Global Approach, Transformational Leadership, Computer Games, Leadership Training
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Trelease, Robert B.; Rosset, Antoine – Anatomical Sciences Education, 2008
Advances in anatomical informatics, three-dimensional (3D) modeling, and virtual reality (VR) methods have made computer-based structural visualization a practical tool for education. In this article, the authors describe streamlined methods for producing VR "learning objects," standardized interactive software modules for anatomical sciences…
Descriptors: Computer Simulation, Computer Software, Anatomy, Information Science
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Nachimuthu, K.; Vijayakumari, G. – Journal of Educational Technology, 2009
Virtual Reality (VR) is a creation of virtual 3D world in which one can feel and sense the world as if it is real. It is allowing engineers to design machines and Educationists to design AV [audiovisual] equipment in real time but in 3-dimensional hologram as if the actual material is being made and worked upon. VR allows a least-cost (energy…
Descriptors: Computer Simulation, Simulated Environment, Electronic Learning, Teaching Methods
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Klopfer, Eric; Sheldon, Josh – New Directions for Youth Development, 2010
Augmented Reality (AR) simulations superimpose a virtual overlay of data and interactions onto a real-world context. The simulation engine at the heart of this technology is built to afford elements of game play that support explorations and learning in students' natural context--their own community and surroundings. In one of the more recent…
Descriptors: Computer Simulation, Games, Computer Software, Role Playing
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IEEE Conference on Software Engineering Education and Training, Proceedings (MS), 2012
The Conference on Software Engineering Education and Training (CSEE&T) is the premier international peer-reviewed conference, sponsored by the Institute of Electrical and Electronics Engineers, Inc. (IEEE) Computer Society, which addresses all major areas related to software engineering education, training, and professionalism. This year, as…
Descriptors: Computer Science Education, Engineering Education, Computer Software, Conferences (Gatherings)
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Dallas, T.; Berg, J. M.; Gale, R. O. – IEEE Transactions on Education, 2012
This paper describes the goals, pedagogical system, and educational outcomes of a three-semester curriculum in microelectromechanical systems (MEMS). The sequence takes engineering students with no formal MEMS training and gives them the skills to participate in cutting-edge MEMS research and development. The evolution of the curriculum from…
Descriptors: Outcomes of Education, Competition, Curriculum Development, Manufacturing
Woollard, John – Routledge, Taylor & Francis Group, 2011
"Psychology for the Classroom: E-Learning" is a lively and accessible introduction to the field of technology-supported teaching and learning and the educational psychology associated with those developments. Offering a substantial and useful analysis of e-learning, this practical book includes current research, offers a grounding in both theory…
Descriptors: Electronic Learning, Blended Learning, Social Justice, Constructivism (Learning)
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Jones, Allan; Bissell, Christopher – Research in Learning Technology, 2011
A major strand of science and technology studies in recent decades has related to the social construction of technology (SCOT) movement, whose adherents maintain that technological systems are determined just as much by social forces as by technological ones. Taking this SCOT notion as a starting point, and putting a focus on the user, this paper…
Descriptors: Foreign Countries, Constructivism (Learning), Computer Software, Educational Technology
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Yaman, Melek; Nerdel, Claudia; Bayrhuber, Horst – Computers & Education, 2008
Within the scope of this study, the effectiveness of two kinds of instructional support was evaluated with regard to the learner's interests. Two versions of a simulation program about the respiratory chain were developed, differing only in the kind of tasks provided for instructional support: One version contained problem-solving tasks, the other…
Descriptors: Computer Simulation, Interests, Problem Solving, Computer Assisted Instruction
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Ovalle, V.; Otomar, D. R.; Pereira, J. M.; Ferreira, N.; Pinho, R. R.; Santos A. C. F. – European Journal of Physics, 2008
This paper describes some computer-based activities to bring the study of charged particle optics to undergraduate students, to be performed as a part of a one-semester accelerator-based experimental course. The computational simulations were carried out using the commercially available SIMION program. The performance parameters, such as the focal…
Descriptors: Computer Simulation, Optics, College Science, Science Experiments
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