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Branwyn, Gareth – Futurist, 1986
Role-playing games and simulations offer revolutionary ways to learn and solve problems. Some games/simulations that can be used to explore and evaluate possible futures are described. The future of educational games is also discussed. (RM)
Descriptors: Computers, Educational Games, Futures (of Society), Higher Education
Bruhn, Gay; And Others – Performance and Instruction, 1984
Describes instructional development process applied to the design, production, implementation, and evaluation of a computer simulation designed to provide troubleshooting practice for individuals who maintain and install large digital telephone switches. The major organizational benefits resulting from use of the simulation are discussed. (MBR)
Descriptors: Computer Assisted Instruction, Computer Simulation, Electronic Technicians, Instructional Design
Bauer, Malcolm; Williamson, David M.; Steinberg, Linda S.; Mislevy, Robert J.; Behrens, John T. – 2001
In computer-based simulations, students must bring a wide range of relevant knowledge, skills, and abilities to bear jointly as they solve meaningful problems in a learning domain. To function effectively as an assessment, a simulation system must additionally be able to evoke and interpret observable evidence about targeted knowledge in a manner…
Descriptors: Case Studies, College Students, Computer Networks, Computer Simulation
Chung, Gregory K. W. K.; Herl, Howard E.; Klein, Davina C. D.; O'Neil, Harold F., Jr.; Schacter, John – 1997
This report examines issues in the scale-up of assessment software from the Center for Research on Evaluation, Standards, and Student Testing (CRESST). "Scale-up" is used in a metaphorical sense, meaning adding new assessment tools to CRESST's assessment software. During the past several years, CRESST has been developing and evaluating a…
Descriptors: Computer Assisted Testing, Computer Software, Concept Mapping, Educational Assessment
Friel, Susan – Classroom Computer News, 1983
Provides a detailed description of Lemonade, a business game designed to introduce elementary and secondary students to the basics of business; i.e., problem solving strategies, hypothesis formulation and testing, trend analysis, prediction, comparative analysis, and effects of such factors as advertising and climatic conditions on sales and…
Descriptors: Business Education, Computer Assisted Instruction, Economics Education, Educational Games
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Swift, Jim – Mathematics Teacher, 1983
Three probability problems designed to challenge students are presented: Liars and Diamonds, Heads Wins, and Random Walks. Other statistic problems are suggested that could involve computer simulations. (MNS)
Descriptors: Academically Gifted, Computers, Gifted, Mathematical Enrichment
Powell, J. P. – Journal of Tertiary Educational Administration, 1982
Current training programs generally address technical skills needed for department administration, but generally do not treat interpersonal problem-solving skills. A method found effective is the use of trigger films and discussion. Simulated but realistic situations are presented that represent common staff problems and managerial tasks. (MSE)
Descriptors: Department Heads, Discussion (Teaching Technique), Instructional Films, Interpersonal Competence
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Anderson, Bill D.; Lamb, John F., Jr. – Mathematics Teacher, 1981
The mathematics for a lunar shuttle landing simulation is discussed using equations, charts and tables. (MP)
Descriptors: Mathematical Applications, Mathematical Enrichment, Mathematics Education, Mathematics Instruction
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Smith, Dennie L.; And Others – Journal of School Health, 1981
A decision story is a brief scenario describing a health problem which might be faced in real life. Such topics as venereal disease, drug use, and nutrition can be explored by use of the decision-making model. The phases involved in processing the decision story strategy are described. (JN)
Descriptors: Adolescents, Decision Making Skills, Group Discussion, Health Education
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Anzai, Yuichiro; Simon, Herbert A. – Psychological Review, 1979
A theory is proposed of the processes which enable a subject to learn while solving a problem. One subject's protocol--including 224 steps and taking 90 minutes--is described. Adequacy of the mechanisms is guaranteed by a computer simulation of the processes in an adaptive production system. (Author/GDC)
Descriptors: Cognitive Processes, Higher Education, Learning Activities, Learning Processes
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Van Joolingen, Wouter R.; De Jong, Ton – Instructional Science, 1997
This article describes and tests a theory of scientific discovery learning based on the Scientific Discovery as Dual Search (SDDS) model. A study of 22 university chemistry students determined that conditions for performing a search operation in hypothesis space include sufficient knowledge of the search operation and reasons for choosing a…
Descriptors: Chemistry, Discovery Learning, Higher Education, Information Seeking
Guy, Helene; des Rosiers, Sylvie – Education Canada, 2003
In a mountaineering role-playing project in Quebec schools, participating students, in groups of five, must cooperate and use the different skills acquired across the whole curriculum to overcome difficulties and attain success. The students plan a simulated mountain-climbing expedition, solve problems, and cope with various crises. (TD)
Descriptors: Active Learning, Elementary Secondary Education, Foreign Countries, Integrated Curriculum
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Enkenberg, Jorma – Computers and Education, 1994
Discussion of how to teach thinking and problem-solving skills focuses on a study of seventh graders that attempted to convey expertlike behavior using LEGOLogo to explain how a washing machine operates. Topics addressed include concept representation and mental models; cognitive apprenticeship; and LEGOTClogo as a learning environment. (Contains…
Descriptors: Computer Assisted Instruction, Computer Simulation, Educational Environment, Grade 7
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Gorrell, Jeffrey – Journal of Research on Computing in Education, 1992
Introduces a method for gathering process information related to computer simulations and examines changes in learners' responses as a means of understanding the kind of learning that occurs within the simulations. Data gathered from 87 undergraduate education majors using simulations that teach the application of behavior analysis procedures for…
Descriptors: Classroom Techniques, Computer Assisted Instruction, Computer Simulation, Constructed Response
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Horwitz, Rany J.; And Others – Academic Medicine, 1991
The University of Illinois' medical school has a third-year program of weekly role-playing exercises focusing on management of acute medical problems. Students are responsible for creating the cases, complete with scenarios and treatment teams, simulating them, and successfully treating or reaching an impasse. Little teacher preparation time is…
Descriptors: Faculty Workload, Higher Education, Medical Education, Problem Solving
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