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Showing 1 to 15 of 16 results Save | Export
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Barbot, Baptiste; Kaufman, James C.; Myszkowski, Nils – Creativity Research Journal, 2023
Immersive virtual reality (IVR) takes advantage of exponential growth in our technological abilities to offer an array of new forms of entertainment, learning opportunities, and even psychological interventions and assessments. The field of creativity is a driving force in both large-scale innovations and everyday progress, and imbedding…
Descriptors: Computer Simulation, Creativity, Undergraduate Students, Creative Writing
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Maurizio Costabile; David Birbeck; Claire Aitchison – International Journal of Science Education, 2025
This paper explores the effective development and use of interactive simulations as a learning tool, integrating didactic and active approaches with complex laboratory and lecture content in undergraduate biochemistry and immunology courses. University science courses require students to master vast quantities of foundational knowledge that is…
Descriptors: Undergraduate Students, Biochemistry, STEM Education, Computer Simulation
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Vasconcelos, Vitor Vieira; Seingyai, Apinyapon – Applied Environmental Education and Communication, 2022
The purpose of this article is to present the planning for sustainable development simulation game, developed to stimulate creativity and dialogue to achieve sustainable development goals (SDGs). The simulation game is targeted at practitioners and students in the field of planning, although it can be adapted to different contexts. The simulation…
Descriptors: Environmental Education, Sustainable Development, Educational Games, Simulation
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Svetlana Rzanova; Elena Yushchik; Svetlana Markova; Albina Sergeeva – Education and Information Technologies, 2024
The globalization of contemporary education is ensured by the incorporation of cutting-edge pedagogical techniques and active learning technologies, such as case-method technology, into the teaching and learning process as a whole. The primary objective of this research endeavour was to assess the efficacy of the case method when employed in the…
Descriptors: Computer Simulation, Computer Uses in Education, Case Method (Teaching Technique), Engineering Education
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Roman, Claudia; Delgado, Miguel A.; Garcia-Morales, Moises – Chemical Engineering Education, 2021
The benefits of using Microsoft Excel built-in functions in an undergraduate Multistage Separations course are analyzed based on 15 years of experience teaching mass transfer in Chemical Engineering programs at both the Bachelor's and Master's levels. Eight reasons for using spreadsheets in a Mass Transfer virtual course are given. Through the…
Descriptors: Computation, Spreadsheets, Undergraduate Students, Engineering Education
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Blanco-Herrera, Jorge A.; Gentile, Douglas A.; Rokkum, Jeffrey N. – Creativity Research Journal, 2019
Although many studies have focused on aggression or visual-spatial cognition effects of video games, the problem-solving aspects have been largely ignored. This study sought to expand the existing literature on video game effects by focusing on a rarely-tested outcome: creative production. As a game with few rules and a high amount of player…
Descriptors: Video Games, Creativity, Undergraduate Students, Television Viewing
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Obeid, Samah; Demirkan, Halime – Interactive Learning Environments, 2023
With the recent advancements in digital technologies, the design studios are transformed to virtual environments that offer both to design students and instructors a broader perspective in understanding the design process. As an integral part of design process, the supporting virtual tools enhance creativity in basic design studios. This study…
Descriptors: Creativity, Design, Teaching Methods, Computer Simulation
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Yang, Xiaozhe; Lin, Lin; Cheng, Pei-Yu; Yang, Xue; Ren, Youqun; Huang, Yueh-Min – Educational Technology Research and Development, 2018
This study explores the effects of immersive VR on an individual's creativity and factors related to creativity including flow, attention and meditation (i.e., mental relaxation or stress). Sixty undergraduate students were invited to participate in an open-ended challenge to design a wearable technology functioning as a smart phone individually,…
Descriptors: Creativity, Computer Simulation, Stress Variables, Undergraduate Students
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Perkins, Tanya – Journal of Teaching and Learning with Technology, 2019
In the writing classroom, collaborative learning often takes the form of coauthoring, peer workshops, or critique sessions. While these are useful, what other active-learning approaches might be effective, particularly in light of the range of media with which students are increasingly familiar? World building--creation of an…
Descriptors: Creativity, Criticism, Cooperative Learning, Active Learning
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Venkateswarlu, P. – European Journal of Engineering Education, 2017
Reforms in undergraduate engineering curriculum to produce engineers with entrepreneurial skills should address real-world problems relevant to industry and society with active industry support. Technology-assisted, hands-on projects involving experimentation, design simulation and prototyping will transform graduates into professionals with…
Descriptors: Engineering Education, Educational Change, Interdisciplinary Approach, Foreign Countries
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Sorvari, Jaana; Rusko, Satu; Jackson, Nina; Ainonen, Hanna-Leena – Language Learning in Higher Education, 2020
This activity report describes two cases of Language teaching for degree students in the University of Oulu with new pedagogical approaches aiming towards authentic working life skills. Co-creation, collaborative learning and cooperation across borders are the building blocks for these innovative language teaching projects. Case 1 describes…
Descriptors: Entrepreneurship, Case Studies, Second Language Learning, Second Language Instruction
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Ata, Ridvan – Turkish Online Journal of Educational Technology - TOJET, 2016
This study explores teaching experiences of educators within the virtual world of Second Life (SL) and pedagogical practices adopted. A blended approach is applied by using physical classrooms, BlackboardTM, web-based resources, and the virtual world of SL in an Information Literacy (IL) class for 1st year undergraduate students at an institution…
Descriptors: Foreign Countries, Teaching Experience, Web Based Instruction, Computer Simulation
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Reed, Jennifer; Seong, Myeong-Hee – Journal of Pan-Pacific Association of Applied Linguistics, 2013
This paper aims to suggest pragmatic instructions for conducting an English course that focuses on speaking and listening skills through using drama as a language teaching activity. Recent research on drama in the ESL/EFL classroom has been about the benefits of drama and methods one can use, but research on techniques, activities, and methodology…
Descriptors: Drama, Instructional Effectiveness, Foreign Countries, English (Second Language)
Ahmad, Khuloud Nasser – ProQuest LLC, 2012
A reexamination of the traditional instruction of introductory computer science (CS) courses is becoming a necessity. Introductory CS courses tend to have high attrition rates and low success rates. In many universities, the CS department suffered from low enrollment for several years compared to other majors. Multiple studies have linked these…
Descriptors: Computer Oriented Programs, Computer Science Education, Introductory Courses, Nonmajors
Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2014
These proceedings contain the papers of the 11th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2014), October 25-27, 2014, which has been organized by the International Association for Development of the Information Society (IADIS) and endorsed by the Japanese Society for Information and Systems in…
Descriptors: Conference Papers, Teaching Methods, Technological Literacy, Technology Uses in Education
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