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Ziaeehezarjeribi, Yadi – ProQuest LLC, 2010
This study, based on experiential play methodology was used to explore student engagement while playing "Medal of Honor (2002)" and "Call of Duty (2003)". It identifies some of the key issues related to the use of video games and simulations during the training phase of game play. Research into the effects of gaming in education has been extremely…
Descriptors: Learner Engagement, Play, Video Games, Learning Strategies
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Liu, Chen-Chung; Cheng, Yuan-Bang; Huang, Chia-Wen – Computers & Education, 2011
Simulation games are now increasingly applied to many subject domains as they allow students to engage in discovery processes, and may facilitate a flow learning experience. However, the relationship between learning experiences and problem solving strategies in simulation games still remains unclear in the literature. This study, thus, analyzed…
Descriptors: Motivation, Problem Solving, Discovery Processes, Learning Experience
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Nash, Padraig; Shaffer, David Williamson – Journal of Computer Assisted Learning, 2011
Players of epistemic games--computer games that simulate professional practica--have been shown to develop epistemic frames: a profession's particular way of seeing and solving problems. This study examined the interactions between players and mentors in one epistemic game, Urban Science. Using a new method called epistemic network analysis, we…
Descriptors: Mentors, Network Analysis, Practicums, Problem Solving
Cram, Andrew; Hedberg, John G.; Gosper, Maree; Dick, Geoff – Research in Learning Technology, 2011
Contemporary theories of problem-solving highlight that expertise is domain specific, contingent on the social context and available resources, and involves knowledge, skills, attitudes, emotions and values. Developing educational activities that incorporate all of these elements is a challenge. Through case studies, this paper outlines how…
Descriptors: Expertise, Problem Solving, Social Environment, Learning Activities
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Su,Chung-Ho; Cheng, Ching-Hsue – Turkish Online Journal of Educational Technology - TOJET, 2013
The advancement of game-based learning has encouraged many related studies, such that students could better learn curriculum by 3-dimension virtual reality. To enhance software engineering learning, this paper develops a 3D game-based learning system to assist teaching and assess the students' motivation, satisfaction and learning achievement. A…
Descriptors: Educational Games, Computer Software, Computer Uses in Education, Educational Technology
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Fabricatore, Carlo; Lopez, Ximena – Electronic Journal of e-Learning, 2012
This study explored the potential of digital games as learning environments to develop mindsets capable of dealing with complexity in the domain of sustainability. Building sustainable futures requires the ability to deal with the complex dynamics that characterize the world in which we live. As central elements in this system, we must develop the…
Descriptors: Foreign Countries, Educational Games, Computer Games, Problem Solving
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Ochoa Alpala, Carol Anne; Roberto Flórez, Eliana Edith – HOW, 2011
Blended Learning has become one of the most common ways to teach EFL (English as a Foreign Language) due to its double component, which integrates Face-to-Face classes with virtual learning in order to offer students a wide range of materials and resources organized in a methodological way. Over the years, teachers and students have changed the…
Descriptors: Blended Learning, English (Second Language), Second Language Learning, Second Language Instruction
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Gero, Aharon; Zoabi, Wishah; Sabag, Nissim – Advances in Engineering Education, 2014
Two-year college teachers face great difficulty when they teach the principle of operation of the bipolar junction transistor--a subject which forms the basis for electronics studies. The difficulty arises from both the complexity of the device and by the lack of adequate scientific background among the students. We, therefore, developed a unique…
Descriptors: Foreign Countries, Engineering Education, Animation, Teaching Methods
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Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2019
For the forty-second 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 Las Vegas, Nevada. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains papers dealing…
Descriptors: Educational Technology, Electronic Learning, Technology Uses in Education, Teaching Methods
Beal, Carole R.; Stevens, Ronald H. – Society for Research on Educational Effectiveness, 2011
Recent assessments indicate that American students do not score well on tests of scientific problem solving, relative to students in other nations. IMMEX is a web-based virtual environment that provides students with opportunities to solve science problems by viewing information resources through a suite of menu options, developing a hypothesis…
Descriptors: Feedback (Response), Chemistry, Problem Solving, Educational Technology
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Garson, G. David – Simulation & Gaming, 2009
After years at the periphery of the social sciences, simulation is now emerging as an important and widely used tool for understanding social phenomena. Through simulation, researchers can identify causal effects, specify critical parameter estimates, and clarify the state of the art with respect to what is understood about how processes evolve…
Descriptors: Computer Simulation, Social Sciences, Models, Decision Making
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Lee, Chwee Beng – Computers & Education, 2010
This study examines the interactions between problem solving and conceptual change in an elementary science class where students build system dynamic models as a form of problem representations. Through mostly qualitative findings, we illustrate the interplay of three emerging intervening conditions (epistemological belief, structural knowledge…
Descriptors: Elementary School Science, Learning Strategies, Problem Solving, Systems Approach
de Castro, Christopher H. – ProQuest LLC, 2011
This study explored the development of student's conceptual understandings of limit and derivative when utilizing specifically designed computational tools. Fourteen students from a secondary Advanced Placement Calculus AB course learned and explored the limit and derivative concepts from differential calculus using visualization tools in the…
Descriptors: Advanced Placement Programs, Problem Solving, Programming, Mathematical Concepts
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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
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Murthi, Manohar; Shea, Lonnie D.; Snurr, Randall Q. – Chemical Engineering Education, 2009
Problems requiring numerical solutions of differential equations or the use of agent-based modeling are presented for use in a course on mass transfer. These problems were solved using the popular technical computing language MATLABTM. Students were introduced to MATLAB via a problem with an analytical solution. A more complex problem to which no…
Descriptors: Scientific Concepts, Chemical Engineering, Engineering Education, Calculus
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