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Aiello, P.; D'Elia, F.; Di Tore, S.; Sibilio, M. – E-Learning and Digital Media, 2012
Consideration of a possible use of virtual reality technologies in school contexts requires gathering together the suggestions of many scientific domains aimed at "understanding" the features of these same tools that let them offer valid support to the teaching-learning processes in educational settings. Specifically, the present study is aimed at…
Descriptors: Computer Simulation, Computer Assisted Instruction, Teaching Methods, Experiential Learning
Caine, Renate N.; Caine, Geoffrey – Teachers College Press, 2011
Why do video games fascinate kids so much that they will spend hours pursuing a difficult skill? Why don't they apply this kind of intensity to their schoolwork? These questions are answered by the authors who pioneered brain/mind learning with the publication of "Making Connections: Teaching and the Human Brain". In their new book, "Natural…
Descriptors: Video Games, Technology Integration, Brain, Cognitive Psychology
Westbrook, Nalova – E-Learning and Digital Media, 2011
This article offers a conceptualization of media literacy pedagogy in light of National Education Technology Plan efforts, which name teaching as one of five essential areas to build an education system that can increase as well as sustain the United States' economic growth and prosperity in the global economy. In particular, two distinct…
Descriptors: Constructivism (Learning), Technology Planning, Models, Global Approach
Reif, Frederick – MIT Press (BK), 2008
Many students find it difficult to learn the kinds of knowledge and thinking required by college or high school courses in mathematics, science, or other complex domains. Thus they often emerge with significant misconceptions, fragmented knowledge, and inadequate problem-solving skills. Most instructors or textbook authors approach their teaching…
Descriptors: Expository Writing, Quality Control, Problem Solving, Scientific Concepts

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