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Shernoff, Elisa; Frazier, Stacy; Lisetti, Christine; Buche, Cedric; Lunn, Stephanie; Brown, Claire; Delmarre, Alban; Chou, Tommy; Gabbard, Joseph; Morgan, Emily – Journal of Technology and Teacher Education, 2018
Early career teachers working in high poverty schools face of overwhelming challenges navigating disruptive behaviors with studies highlighting behavior problems as one of the strongest predictors of turnover (Ingersoll & Smith, 2003). Simulation-based technology leverages important pedagogical strengths (e.g., realistic training context,…
Descriptors: Beginning Teachers, Faculty Development, Computer Simulation, Computer Uses in Education
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Parker, Lyn – Program: Electronic Library and Information Systems, 2008
Purpose: The purpose of this paper is to give a brief introduction to Second Life, and to provide an outline of how one academic librarian has got involved with using it and reviews the issues that have arisen from a library perspective. Design/methodology/approach: The paper offers a reflection on whether library activities in Second Life are…
Descriptors: Computer Simulation, Virtual Classrooms, Computer Uses in Education, Academic Libraries
Brown, Abbie; Hodge, Elizabeth; Kisling, Eric; Collins, Sharon – Educational Technology, 2009
East Carolina University recently hosted the first Virtual Worlds in Education Conference, a meeting held entirely in Second Life. The conference provided 135 faculty and administrators from around the world the ability to communicate and share their experiences on teaching, learning, and technology support in an online, multi-user virtual…
Descriptors: Conferences (Gatherings), Peer Evaluation, College Administration, Program Development
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Nishide, Ryo – Journal of Interactive Learning Research, 2011
This paper proposes extensive applications of virtual collaborative space in order to enhance the efficiency and capability of Digital Campus. The usability of Digital Campus has been experimented in different learning environments and evaluated by questionnaire as that the presence technology and a sense of solidarity influence the participants'…
Descriptors: Foreign Countries, Educational Innovation, Educational Experiments, Lecture Method
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Neville, David O.; Shelton, Brett E. – Simulation & Gaming, 2010
As 3D digital game-based learning (3D-DGBL) for the teaching of literature and history gradually gains acceptance, important questions will need to be asked regarding its method of design, development, and deployment. This article offers a synthesis of contemporary pedagogical, instructional design, new media, and literary-historical theories to…
Descriptors: Curriculum Development, Social Networks, Humanities Instruction, Literature
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Thompson, Debbe; Baranowski, Tom; Buday, Richard; Baranowski, Janice; Thompson, Victoria; Jago, Russell; Griffith, Melissa Juliano – Simulation & Gaming, 2010
Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game…
Descriptors: Obesity, Health Behavior, Behavior Modification, Behavior Change
Holmes, Glen A. – 1997
Effective classroom simulations can provide opportunities for end-users to analyze human teaching and learning behaviors and can also help prepare teachers for real-world experiences. This paper proposes a simulation project based on an aggregation of ideas associated with knowledge-based simulations, behavior observations, visualization, and the…
Descriptors: Classroom Observation Techniques, Computer Simulation, Computer Software Evaluation, Computer System Design
Schweder, Heather A. – 1999
This publication is intended to provide educators and business leaders with examples of school-to-career activities that use computer-based and other technologies to enrich and enhance learning about the world of work. The five specific topics are as follows: (1) school-to-career partnerships; (2) bringing the world of work to the classroom; (3)…
Descriptors: Apprenticeships, Career Guidance, Computer Simulation, Computer Uses in Education