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Dickey, Michele D. – Educational Technology Research and Development, 2011
The purpose of this study is to address the pragmatics of integrating virtual worlds for teaching and learning for K-12 education. Specifically this qualitative investigation focuses on a reflective dialogue gathered from a group of K-12 (primary and secondary school) educators about their experiences using both "Active Worlds Educational…
Descriptors: Elementary School Teachers, Secondary School Teachers, Educational Technology, Barriers
Abramovitz, A. – IEEE Transactions on Education, 2011
This paper suggests a pedagogical approach to teaching the subject of behavioral modeling of switch-mode power electronics systems through simulation by general-purpose electronic circuit simulators. The methodology is oriented toward electrical engineering (EE) students at the undergraduate level, enrolled in courses such as "Power…
Descriptors: Foreign Countries, Feedback (Response), Electronics, Engineering
Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2020
For the forty-third time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented online during the annual AECT Convention. Volume 1 contains 37 papers dealing primarily with research and development topics. Papers dealing with the…
Descriptors: Educational Technology, Technology Uses in Education, Professional Development, Feminism
Wheeler, Matthew – British Journal of Educational Technology, 2009
Second Life (SL), an immersive virtual environment, is increasingly being adopted in education for both formal and informal teaching and learning uses. This paper addresses the process of developing a demonstrator presence in SL, the potential of the system for formal teaching and some practical ideas on how to successfully integrate such emerging…
Descriptors: Instructional Design, Teaching Methods, Educational Technology, Electronic Learning
Tan, Kim Hua; Tse, Ying Kei; Chung, Pui Ling – Computers & Education, 2010
Many researchers have advocated the use of games (and simulations) to enhance students' learning. Research has shown that in order to promote a deeper understanding of material, students ought to be engaged with what they are doing. However, there are limited interactive games for classroom teaching, especially within the operations management…
Descriptors: Active Learning, Business Administration, Learner Engagement, Educational Games
Shao, Kun; Maher, Peter – Interactive Technology and Smart Education, 2012
Purpose: Teaching advanced technical concepts in a computer science program to students of different technical backgrounds presents many challenges. The purpose of this paper is to present a detailed experimental pedagogy in teaching advanced computer science topics, such as computer networking, telecommunications and data structures using…
Descriptors: Computer Assisted Instruction, Active Learning, Telecommunications, Computer Networks
Mariais, Christelle; Michau, Florence; Pernin, Jean-Philippe – Simulation & Gaming, 2012
To strengthen the motivation of learners, the professional training sector is focusing more and more on game-based learning. In this context, the authors have become interested in the design of Learning Role-Play Game (LRPG) scenarios. The aim of this article is to improve the designers' confidence in the validity of the game-based learning…
Descriptors: Professional Training, Educational Technology, Methods, Models
Lim, Cher Ping; Tay, Lee Yong; Hedberg, John – Journal of Educational Computing Research, 2011
Two grade 5 classes (11-12-year-olds) were introduced through an inquiry-based pedagogy to scientific ideas and concepts within a 3D game-like multi-user virtual environment (MUVE). This article explores how a particular set of strategies and conditions might encourage and sustain the use of the MUVE, Quest Atlantis (QA), as a problem-based…
Descriptors: Foreign Countries, Problem Based Learning, Educational Innovation, Grade 5
Smith, Colleen; Gillham, David; McCutcheon, Helen; Ziaian, Tahereh – British Journal of Educational Technology, 2011
There are increased opportunities for online delivery innovation within the education sector because of rapid advances in Internet technology. This paper describes a unique and efficient approach to simulation called "scenariation". The scenariation project aimed to establish efficient processes for the development of scenariation content and…
Descriptors: Video Technology, Nursing Students, Nursing Education, Allied Health Occupations Education
Tiwari, Rajiv; Singh, Khilawan – Australasian Journal of Educational Technology, 2011
A comprehensive survey on the Internet based virtualisation of experiments is presented, covering several individual as well as collaborative efforts in various engineering disciplines. From this survey it could be concluded that there is a pressing need to develop full-fledged remote laboratory experiments for integrated directly into engineering…
Descriptors: Foreign Countries, Feedback (Response), Curriculum Development, Engineering
"World of Warcraft" and the Impact of Game Culture and "Play" in an Undergraduate Game Design Course
Dickey, Michele D. – Computers & Education, 2011
During the past two decades, digital games have become an increasingly popular source of study for academics, educational researchers and instructional designers. Much has been written about the potential of games for teaching and learning, both in the design of educational/serious games and the implementation of off-the-shelf games for learning.…
Descriptors: Instructional Design, Play, Educational Games, Classroom Environment
Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2018
For the forty-first time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Kansas City, Missouri. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains twenty-seven…
Descriptors: Instructional Design, Educational Technology, Technology Uses in Education, Higher Education
Yuza, Steve C. – ProQuest LLC, 2010
The purpose of this study was to determine the effects of interactive multimedia simulations and virtual dissection software on depth of learning among students participating in biology and chemistry laboratory courses. By understanding more about how simulation and virtual dissection software changes depth of learning, educators will have the…
Descriptors: Research Problems, Instructional Design, Computer Assisted Instruction, Laboratory Procedures
Backlund, Per; Engstrom, Henrik; Johannesson, Mikael; Lebram, Mikael – Simulation & Gaming, 2010
In this article, the authors report on the construction and evaluation of a game-based driving simulator using a real car as a joystick. The simulator is constructed from off-the-shelf hardware and the simulation runs on open-source software. The feasibility of the simulator as a learning tool has been experimentally evaluated. Results are…
Descriptors: Traffic Safety, Motor Vehicles, Computer Assisted Instruction, Computer Simulation
Thomassen, Aukje; Rive, Pete – Learning, Media and Technology, 2010
The theory and lessons of knowledge exchange, in both a physical and virtual environment, suggest a framework for understanding the specific requirements for a digital design class in "Second Life". Through teaching and observing students who were asked to complete a machinima project, our research provided examples of the strengths and…
Descriptors: Foreign Countries, Virtual Classrooms, Computer Simulation, Role Playing

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