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Showing 61 to 75 of 128 results Save | Export
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Bers, Marina Umaschi – New Directions for Youth Development, 2010
In a digital era in which technology plays a role in most aspects of a child's life, having the competence and confidence to use computers might be a necessary step, but not a goal in itself. Developing character traits that will serve children to use technology in a safe way to communicate and connect with others, and providing opportunities for…
Descriptors: Technological Literacy, Educational Technology, Metacognition, Developmental Tasks
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Childs, Mark – Educational Research, 2010
Background: Immersive virtual worlds are one of a range of different platforms that can be grouped under the concept of mediated environments, i.e. environments that create a metaphorical space in which participants can position themselves and be embodied. Synthesising the literatures concerning the various mediated environment technologies…
Descriptors: Computer Mediated Communication, Classification, Communities of Practice, Constructivism (Learning)
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Bellotti, Francesco; Berta, Riccardo; De Gloria, Alessandro; Primavera, Ludovica – British Journal of Educational Technology, 2010
Serious virtual worlds (SVWs) represent a great opportunity for learning and should embed a lot of high-quality contextualised information so that the player can take the most from his or her exploration of the environment. This requires defining new methodologies and tools for effective production. We have investigated this issue in implementing…
Descriptors: Foreign Countries, Cultural Background, Educational Games, Learning Theories
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Sauve, Louise; Renaud, Lise; Kaufman, David; Marquis, Jean-Simon – Educational Technology & Society, 2007
Based on the hypothesis that inconclusive research results with regard to the impact of games and simulations are linked to the absence of clear concept definitions, research was undertaken to fill this methodological gap by identifying the essential attributes of games and simulations. This paper first introduces the context for our study. This…
Descriptors: Meta Analysis, Educational Games, Games, Simulated Environment
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Capelo, Carlos; Dias, Joao Ferreira – Educational Technology Research and Development, 2009
This study aims to be a contribution to a theoretical model that explains the effectiveness of the learning and decision-making processes by means of a feedback and mental models perspective. With appropriate mental models, managers should be able to improve their capacity to deal with dynamically complex contexts, in order to achieve long-term…
Descriptors: Feedback (Response), Models, Decision Making, Learning Processes
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Wang, Yushun; Zhuang, Yueting – International Journal of Distance Education Technologies, 2008
Online interaction with 3D facial animation is an alternative way of face-to-face communication for distance education. 3D facial modeling is essential for virtual educational environments establishment. This article presents a novel 3D facial modeling solution that facilitates quasi-facial communication for online learning. Our algorithm builds…
Descriptors: Computer Mediated Communication, Educational Technology, Electronic Learning, Animation
Lewis, Melissa L. – ProQuest LLC, 2009
Two theories guide two very different ideas about learning. Social cognitive theory (Bandura, 1977, 1989) places the greater emphasis on observational learning, or learning by watching a model produce a behavior before doing it oneself. Other researchers purport that experiential learning, or learning by doing, results in stronger learning (Kolb,…
Descriptors: Video Games, Self Efficacy, Observational Learning, Identification
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Klopfer, Eric; Scheintaub, Hal; Huang, Wendy; Wendel, Daniel; Roque, Ricarose – E-Learning, 2009
StarLogo The Next Generation (TNG) enables secondary school students and teachers to model decentralized systems through agent-based programming. TNG's inclusion of a three-dimensional graphical environment provides the capacity to create games and simulation models with a first-person perspective. The authors theorize that student learning of…
Descriptors: Curriculum Development, Creative Thinking, Secondary School Students, Pilot Projects
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Bledsoe, Scott; Harmeyer, Dave – Journal of Educational Technology, 2011
This paper provides qualitative student-centered research from an online Research Methodology course taught partly within the immersive, 3-D environment of Second Life with fifty-eight graduate psychology students for the purpose of suggesting a constructivist-based instruction model for immersive environments. A qualitative method approach was…
Descriptors: Constructivism (Learning), Web Based Instruction, Computer Simulation, Student Attitudes
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Dotger, Benjamin H.; Smith, Melissa J. – New Educator, 2009
Teacher professional identity is a concept defined and researched in a multitude of ways (Beijaard, Meijer, & Verloop, 2004). This manuscript approaches teacher identity formation from the foundations of situated cognition, social learning, and identity in community practice. Focusing on a unique teacher development intervention designed to…
Descriptors: Teaching (Occupation), Professional Personnel, Identification, Beginning Teachers
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Bacon, Walter M., Jr.; Newkirk, M. Glenn – Contemporary Education, 1974
Descriptors: History, History Instruction, Models, Simulated Environment
Wayne, Lowell G. – Datamation, 1971
The author suggests that it is now urgent to develop a rational and comprehensive system of environmental simulation for use in testing environmental protection strategies," and discusses some of the factors that need to be considered in developing such a model. (Author/AA)
Descriptors: Environment, Models, Pollution, Quality Control
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Salmon, Gilly; Nie, Ming; Edirisingha, Palitha – Educational Research, 2010
Background: In the 1990s, Salmon developed a five-stage model for enabling and scaffolding remote groups to work and learn together using asynchronous bulletin boards. The model has informed online learning and development practice across different levels and education for online and blended learning. Purpose: This paper reports our testing of the…
Descriptors: Photography, Archaeology, Cognitive Mapping, Scaffolding (Teaching Technique)
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Veletsianos, George – Computers & Education, 2010
Humans draw on their stereotypic beliefs to make assumptions about others. Even though prior research has shown that individuals respond socially to media, there is little evidence with regards to learners stereotyping and categorizing pedagogical agents. This study investigated whether learners stereotype a pedagogical agent as being…
Descriptors: Computer Assisted Instruction, Artists, Scientists, Context Effect
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Gillis, June A. – Business Education Forum, 1987
Describes a model secondary business education program that simulates an actual office. The program is for senior-level students and provides a transition for students from school to the workplace. (CH)
Descriptors: Models, Office Occupations Education, Office Practice, Secondary Education
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