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Livingstone, Daniel; Kemp, Jeremy; Edgar, Edmund – ALT-J: Research in Learning Technology, 2008
While digital virtual worlds have been used in education for a number of years, advances in the capabilities and spread of technology have fed a recent boom in interest in massively multi-user 3D virtual worlds for entertainment, and this in turn has led to a surge of interest in their educational applications. In this paper we briefly review the…
Descriptors: Educational Technology, Virtual Classrooms, Educational Environment, Educational Games
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Clark, Ruth Colvin; Mayer, Richard E. – Performance Improvement, 2008
A learner-centered approach is a central feature of instruction based on a constructivist learning model. However, there is some confusion regarding the requirement for behavioral activity as a prerequisite for a learner-centered environment. We offer evidence in this article that some types of behavioral activity can interfere with cognitive…
Descriptors: Constructivism (Learning), Active Learning, Learning Processes, Teaching Methods
Bugeja, Michael J. – Education Digest: Essential Readings Condensed for Quick Review, 2008
Most people have at least secondhand knowledge about Second Life, a virtual-reality world created by Linden Lab, in which avatars (digital characters) lease "islands" for real-life purposes--to sell products, conduct classes, do research, hold conferences, and even recruit for admissions. About nine million avatars reportedly interact on this…
Descriptors: Information Technology, Technology Integration, Technology Uses in Education, Technology Education
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Bulger, Monica E.; Mayer, Richard E.; Almeroth, Kevin C.; Blau, Sheridan D. – Journal of Educational Multimedia and Hypermedia, 2008
Although engagement and learning appear linked, quantitatively measuring this relationship is challenging. New technologies offer a window into studying the interactions among classroom activity, student engagement, and positive learning outcomes in computer-equipped classrooms. A Classroom Behavioral Analysis System (CBAS) was developed to…
Descriptors: Teaching Methods, Internet, Lecture Method, Computer Assisted Instruction
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Foreman, Nigel – Themes in Science and Technology Education, 2009
The benefits of using virtual environments (VEs) in psychology arise from the fact that movements in virtual space, and accompanying perceptual changes, are treated by the brain in much the same way as those in equivalent real space. The research benefits of using VEs, in areas of psychology such as spatial learning and cognition, include…
Descriptors: Technology Uses in Education, Educational Technology, Simulated Environment, Computer Simulation
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Bunting, C. F.; Cheville, R. A. – IEEE Transactions on Education, 2009
A two-course sequence in electromagnetics (EM) was developed in order to address a perceived lack of student learning and engagement observed in a traditional, lecture-based EM course. The two-course sequence is named VECTOR: Vitalizing Electromagnetic Concepts To Obtain Relevance. This paper reports on the first course of the sequence. VECTOR…
Descriptors: Student Attitudes, Active Learning, Lecture Method, Engineering Education
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Jordan, Rebecca; Gray, Steven; Demeter, Marylee; Lui, Lei; Hmelo-Silver, Cindy E. – Applied Environmental Education and Communication, 2009
Teaching ecological concepts in schools is important in promoting natural science and environmental education for young learners. Developing educational programs is difficult, however, because of complicated ecological processes operating on multiple levels, the unlimited nature of potential system interactions (given the openness of systems), and…
Descriptors: Environmental Education, Ecology, Natural Sciences, Concept Formation
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Wagner, Christian; Ip, Rachael K. F. – Journal of Information Systems Education, 2009
Virtual worlds, computer-based simulated environments in which users interact via avatars, provide an opportunity for the highly realistic enactment of real life activities online. Unlike computer games, which have a pre-defined purpose, pay-off structure, and action patterns, virtual worlds can leave many of these elements for users to determine.…
Descriptors: Experiential Learning, Management Information Systems, Student Projects, Assignments
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Wuttke, Heinz-Dietrich; Henke, Karsten – Interactive Technology and Smart Education, 2009
Purpose: The content, provided in learning management systems (LMS), is often text oriented as in a usual textbook, extended by some animations and links. Hands on activities and experiments are not possible. The paper aims to give an overview about the concept to couple smart simulation and assessment tools with an LMS to provide a more…
Descriptors: Feedback (Response), Experiential Learning, Student Evaluation, Teaching Methods
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Passig, David – Journal of Educational Computing Research, 2009
Children with mental retardation have pronounced difficulties in using cognitive strategies and comprehending abstract concepts--among them, the concept of sequential time (Van-Handel, Swaab, De-Vries, & Jongmans, 2007). The perception of sequential time is generally tested by using scenarios presenting a continuum of actions. The goal of this…
Descriptors: Experimental Groups, Control Groups, Comparative Analysis, Computer Simulation
Sánchez, Inmaculada Arnedillo, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2016
These proceedings contain the papers of the 12th International Conference on Mobile Learning 2016, which was organized by the International Association for Development of the Information Society, in Vilamoura, Algarve, Portugal, April 9-11, 2016. The Mobile Learning 2016 Conference seeks to provide a forum for the presentation and discussion of…
Descriptors: Foreign Countries, Conferences (Gatherings), Conference Papers, Telecommunications
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Katre, Dinesh S. – Journal of Educational Technology, 2007
Many e-learning applications and games have been studied to identify the common interaction models of constructivist learning, namely: 1. Move the object to appropriate location; 2. Place objects in appropriate order and location(s); 3. Click to identify; 4. Change the variable factors to observe the effects; and 5. System personification and…
Descriptors: Electronic Learning, Usability, Constructivism (Learning), Heuristics
Linser, Roni; Ree-Lindstad, Nina; Vold, Tone – Online Submission, 2007
This paper outlines and analyses some key design issues we encountered in the process of creating an online role-play simulation (RPS) for a course targeting personnel involved in crisis management. Titled "Black Blizzard" the RPS aims to enable an exploration of typical issues and problems that arise in cross and multi-cultural international…
Descriptors: Educational Objectives, Online Courses, Crisis Management, Role Playing
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Courvoisier, Delphine S.; Eid, Michael; Nussbeck, Fridtjof W. – Psychological Methods, 2007
Extensions of latent state-trait models for continuous observed variables to mixture latent state-trait models with and without covariates of change are presented that can separate individuals differing in their occasion-specific variability. An empirical application to the repeated measurement of mood states (N = 501) revealed that a model with 2…
Descriptors: Psychological Patterns, Simulation, Structural Equation Models, Sample Size
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Martin, Helena Villa; Botella, Cristina; Garcia-Palacios, Azucena; Osma, Jorge – Cognitive and Behavioral Practice, 2007
In this work we present a case example of the use of virtual reality exposure for the treatment of panic disorder with agoraphobia. The assessment protocol and procedure (including a baseline period) and the cognitive-behavioral treatment program are described. The clinical measures were categorized into target behaviors, panic and agoraphobia…
Descriptors: Computer Simulation, Outcomes of Treatment, Psychopathology, Therapy
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