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Rummey, Jackie M.; Boyce, Mary C. – Journal of Chemical Education, 2004
An approach that is useful to any introductory nuclear magnetic resonance (NMR) spectroscopy course is developed. This approach to teaching NMR spectrometry includes spectral simulation along with the traditional elements of hands-on instrument use and structure elucidation to demonstrate the connection between simulating a spectrum and structure…
Descriptors: Teaching Methods, Science Instruction, Spectroscopy, Simulation
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Mihas, Pavlos – Physics Education, 2003
The motion of a magnet through a coil is analysed through a model of magnetic monopoles. The magnetic flux of a monopole passing through a loop is explained and also its rate of change. By a superposition of voltages produced by the monopoles on the coils the shape of the voltage versus time graph is explained. Also examined is the interaction of…
Descriptors: Computer Simulation, Energy, Magnets, Computer Software
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Santulli, Thomas V. – Mathematics Teacher, 2006
The understanding and a liking towards mathematics can be very effectively developed in students by allowing them to find out the solutions for any basic problem or simulations, which are basically mathematical reenactments of nearly or completely hypothetical situations. The nontransitive relation of Efron's dice or the assignment of numbers in a…
Descriptors: Mathematics Instruction, Simulation, Teaching Methods, Problem Solving
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Kluge, Annette – Journal of Educational Computing Research, 2007
This article empirically supports the thesis that there is no clear and unequivocal argument in favor of simulations and experiential learning. Instead the effectiveness of simulation-based learning methods depends strongly on the target group's characteristics. Two methods of supporting experiential learning are compared in two different complex…
Descriptors: Experiential Learning, Teaching Methods, Comparative Analysis, Computer Simulation
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Priore, Charles F., Jr.; Giannini, John L. – Journal of College Science Teaching, 2007
Librarians instruct students where to find information, but rarely demonstrate its management, while faculty have difficulty incorporating real-time laboratory experience with library research. This paper focuses on the development of a hands-on biology laboratory experiment in an introductory course that integrates bibliographic software into the…
Descriptors: Library Research, Laboratory Experiments, Introductory Courses, Computer Software
Boss, Suzie; Krauss, Jane – Principal Leadership, 2007
Project-based learning is not a new idea. It has a solid track record of increasing student motivation and improving students' problem-solving and higher-order thinking skills (Stites, 1998; Thomas, 2000). In the traditional model, students work in teams to investigate open-ended questions and apply their knowledge through culminating products or…
Descriptors: Active Learning, Thinking Skills, Teaching Methods, Student Projects
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Lange, Carsten; Baylor, Amy L. – Journal of Economic Education, 2007
The authors present a constructivist approach for teaching game theory, on the basis, in part, of Axelrod's research approach. Using the Axelrod tournament multi-user system (ATMUS) software, students create strategies for a repeated prisoner's dilemma (RPD). Later, these strategies are matched with those of their classmates' in a classroom…
Descriptors: Game Theory, Constructivism (Learning), Computer Assisted Instruction, Computer Software
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Grawe, Nathan D.; Watts, Michael, Ed. – Journal of Economic Education, 2007
The author introduces a simulation of counter-cyclical interventions that highlights important issues surrounding the practice of government intervention. The simulation provides experiential insight as to why economists have long debated the degree of persistence exhibited by disequilibrating shocks and connects this debate to discussions about…
Descriptors: Intervention, Economic Climate, Simulation, Government Role
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Lee, Hyunjeong – Instructional Science: An International Journal of the Learning Sciences, 2007
This study, the purpose of which is to determine an efficient instructional design for different levels of spatial abilities, investigates: (1) the main effects of visual treatments in simulation environments on comprehension and the transfer of chemistry knowledge and (2) the interaction effects of the visual treatments and the learners' spatial…
Descriptors: Control Groups, Instructional Design, Computer Simulation, Spatial Ability
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Salen, Katie – Journal of Educational Multimedia and Hypermedia, 2007
Educators and education advocates have recently acknowledged that the ability to think systemically is one of the necessary skills for success in the 21st century. Game-making is especially well-suited to encouraging meta-level reflection on the skills and processes that designer-players use in building such systems. Membership in a community of…
Descriptors: Literacy, Play, Reading Skills, Educational Games
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Jeffs, Tara L. – Themes in Science and Technology Education, 2009
The use of virtual environments for special needs is as diverse as the field of Special Education itself and the individuals it serves. Individuals with special needs often face challenges with attention, language, spatial abilities, memory, higher reasoning and knowledge acquisition. Research in the use of Virtual Learning Environments (VLE)…
Descriptors: Educational Technology, Technology Uses in Education, Special Education, Simulated Environment
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Heck, Andre – Teaching Mathematics and Its Applications: An International Journal of the IMA, 2009
Technology offers ample opportunities to bring reality into the classroom. Students and teachers nowadays have many tools to work in an authentic way with real data in mathematics and science education. However, much research and development are still needed to create a consistent learning trajectory out of the many exciting single activities.…
Descriptors: Research Needs, Research Projects, Secondary School Students, Class Activities
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Fang, Yu-Shen; Lee, Lung-Sheng – Interactive Technology and Smart Education, 2009
Purpose: Applications of online Second Life (SL) prevail over the world. The purpose of this paper is to make a review and synthesis of recent research studies on SL. Design/methodology/approach: Documental analysis is employed. Totally, 135 research publications, published in 2006-2008, are reviewed and synthesized. Findings: Findings are as…
Descriptors: Educational Research, Research Methodology, Literature Reviews, Research Reports
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Abdullah, Sopiah; Shariff, Adilah – EURASIA Journal of Mathematics, Science & Technology Education, 2008
The purpose of the study was to investigate the effects of inquiry-based computer simulation with heterogeneous-ability cooperative learning (HACL) and inquiry-based computer simulation with friendship cooperative learning (FCL) on (a) scientific reasoning (SR) and (b) conceptual understanding (CU) among Form Four students in Malaysian Smart…
Descriptors: Computer Simulation, Cooperative Learning, Teaching Methods, Scientific Principles
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Nadolski, Rob J.; Hummel, Hans G. K.; van den Brink, Henk J.; Hoefakker, Ruud E.; Slootmaker, Aad; Kurvers, Hub J.; Storm, Jeroen – Simulation & Gaming, 2008
Societal changes demand educators to apply new pedagogical approaches. Many educational stakeholders feel that serious games could play a key role in fulfilling this demand, and they lick their chops when looking at the booming industry of leisure games. However, current toolkits for developing leisure games show severe shortcomings when applied…
Descriptors: Higher Education, Educational Games, Learning Modules, Courseware
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