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Dunleavy, Matt; Dede, Chris; Mitchell, Rebecca – Journal of Science Education and Technology, 2009
The purpose of this study was to document how teachers and students describe and comprehend the ways in which participating in an augmented reality (AR) simulation aids or hinders teaching and learning. Like the multi-user virtual environment (MUVE) interface that underlies Internet games, AR is a good medium for immersive collaborative…
Descriptors: Middle Schools, Problem Solving, Virtual Classrooms, Grade 7
Collins, Chris – EDUCAUSE Review, 2008
With the advances in computational power, Internet access and speed, and graphical 3D reproductions possible on an "ordinary" home computer, and with the development of new software products that place the ability to create new digital content in the hands of "ordinary" people, everyone is beginning to see in virtual worlds emergent behaviors that…
Descriptors: Higher Education, Educational Technology, Internet, Virtual Classrooms
Foster, Andrea L. – Education Digest: Essential Readings Condensed for Quick Review, 2008
Despite its image as an all-American city, downtown Peoria, Illinois, home of Bradley University, is also a place of strip clubs and violent crime. For undergraduates, it's a risky environment in which to conduct field research. Edward Lamoureux, an associate professor in Bradley's multimedia program, saw a better place in the virtual world Second…
Descriptors: Ethnography, Internet, Educational Technology, Information Technology
Eidsheim, Nina Sun – Journal for Learning through the Arts, 2009
For arts departments in many institutions, technology education entails prohibitive equipment costs, maintenance requirements and administrative demands. There are also inherent pedagogical challenges: for example, recording studio classes where, due to space and time constraints, only a few students in what might be a large class can properly…
Descriptors: Computer Simulation, Art, Art Education, Computer Uses in Education
Twining, Peter – British Journal of Educational Technology, 2009
This paper describes and reflects on the development of the Schome Park Programme (SPP), which was established with the specific aim of extending our thinking about schome, which aims to be the optimal educational system for the 21st century. In an earlier stage of the Schome Initiative, it became clear that people find it almost impossible to…
Descriptors: Postsecondary Education, Research Methodology, Educational Philosophy, Educational Innovation
Blignaut, Seugnet; Nagel, Lynette – Computers & Education, 2009
Higher education institutions deliver web-based learning with varied success. The success rate of distributed online courses remains low. Factors such as ineffective course facilitation and insufficient communication contribute to the unfulfilled promises of web-based learning. Students consequently feel unmotivated. Instructor control and in the…
Descriptors: Foreign Countries, Distance Education, Online Courses, Internet
Hamalainen, Raija – Computers & Education, 2008
Especially in vocational education, attention should be paid not only to the use of new technological solutions but also to collaborative learning and cooperative working methods in order to develop students' skills for their future jobs. This study involves a design experiment including the design process of a new game environment, description of…
Descriptors: Vocational Education, Technology Integration, Cooperative Learning, Skill Development
Dinov, Ivo D.; Sanchez, Juana; Christou, Nicolas – Computers & Education, 2008
Technology-based instruction represents a new recent pedagogical paradigm that is rooted in the realization that new generations are much more comfortable with, and excited about, new technologies. The rapid technological advancement over the past decade has fueled an enormous demand for the integration of modern networking, informational and…
Descriptors: Online Courses, Computer Assisted Instruction, Probability, Statistics
Saitta, E. K. H.; Bowdon, M. A.; Geiger, C. L. – Journal of Science Education and Technology, 2011
Technology was integrated into service-learning activities to create an interactive teaching method for undergraduate students at a large research institution. Chemistry students at the University of Central Florida partnered with high school students at Crooms Academy of Information Technology in interactive service learning projects. The…
Descriptors: Undergraduate Students, Learning Activities, Kinetics, Service Learning
Clarke, Elizabeth – Education & Training, 2009
Purpose: High order leadership, problem solving skills, and the capacity for innovation in new markets, and technologically complex and multidimensional contexts, are the new set of skills that are most valued by companies and employers alike. Business simulation exercises are one way of enhancing these skills. This article aims to examine the…
Descriptors: Business Administration Education, Experiential Learning, Decision Making, Curriculum Development
Westera, W.; Nadolski, R. J.; Hummel, H. G. K.; Wopereis, I. G. J. H. – Journal of Computer Assisted Learning, 2008
Serious games open up many new opportunities for complex skills learning in higher education. The inherent complexity of such games, though, requires large efforts for their development. This paper presents a framework for serious game design, which aims to reduce the design complexity at conceptual, technical and practical levels. The approach…
Descriptors: Feedback (Response), Higher Education, Computer System Design, Educational Technology
Calongne, Cynthia M. – EDUCAUSE Review, 2008
Virtual worlds are engaging, stimulating spaces where students can meet online for normal class activities, including lectures, discussions, case studies, projects, papers, exams, and labs. Classes are a mix of synchronous and asynchronous activity. A virtual world class differs from a traditional course management system, such as Blackboard or…
Descriptors: Online Courses, Learning Experience, Social Networks, Virtual Classrooms
Antonacci, David M.; Modaress, Nellie – AACE Journal, 2008
Educational games and simulations can engage students in higher-level cognitive thinking, such as interpreting, analyzing, discovering, evaluating, acting, and problem solving. Recent technical advances in multiplayer, user-created virtual worlds have significantly expanded the capabilities of user interaction and development within these…
Descriptors: Educational Games, Technological Advancement, Computer Simulation, Computer Uses in Education
Bugeja, Michael J. – Education Digest: Essential Readings Condensed for Quick Review, 2008
An article this author wrote about avatar harassment and assault in Second Life (SL) inspired a considerable response after it was published. Perhaps the most notable reply was from Linden Lab, the company that created the virtual-reality world. In his initial essay ("The Chronicle of Higher Education," September 14, 2007; "The Education Digest,"…
Descriptors: Higher Education, Civil Rights, Computer Simulation, Technology Education
Tubbs, James – Science and Children, 2007
The kids in today's classrooms spend lots of time playing video games, surfing the net, listening to iPods, and text messaging on cell phones. Known as Digital Kids and the Net Generation, they have grown up surrounded by digital media of all types (Tapscott 1999). Because they are already knowledgeable, why not use digital technologies to capture…
Descriptors: Science Activities, Science Interests, Science Fairs, Interactive Video

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