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Guevara-Cedeno, J. Y.; Palma-Behnke, R.; Uribe, R. – IEEE Transactions on Education, 2012
In the field of electricity markets, the development of training tools for engineers has been extremely useful. A novel experimental economics approach based on a computational Web platform of an electricity market is proposed here for the practical teaching of electrical engineering students. The approach is designed to diminish the gap that…
Descriptors: Foreign Countries, Theory Practice Relationship, Cooperative Learning, Teaching Methods
Enikov, E. T.; Campa, G. – IEEE Transactions on Education, 2012
This paper presents a low-cost hands-on experiment for a classical undergraduate controls course for non-electrical engineering majors. The setup consists of a small dc electrical motor attached to one of the ends of a light rod. The motor drives a 2-in propeller and allows the rod to swing. Angular position is measured by a potentiometer attached…
Descriptors: Computer Assisted Instruction, Synchronous Communication, Programming, Computer Science Education
Policy Analysis for California Education, PACE (NJ3), 2011
This report includes three papers that address critical "next generation" issues in assessment policy that can help to guide the choices made about system design: computer adaptive assessments, assessment of English learners and assessing science. None of these topics has received the attention that it deserves in the current debate on assessment…
Descriptors: Educational Assessment, Measurement, Adaptive Testing, Computer Assisted Testing
Lim, Cher Ping; Tay, Lee Yong; Hedberg, John – Journal of Educational Computing Research, 2011
Two grade 5 classes (11-12-year-olds) were introduced through an inquiry-based pedagogy to scientific ideas and concepts within a 3D game-like multi-user virtual environment (MUVE). This article explores how a particular set of strategies and conditions might encourage and sustain the use of the MUVE, Quest Atlantis (QA), as a problem-based…
Descriptors: Foreign Countries, Problem Based Learning, Educational Innovation, Grade 5
Smith, Colleen; Gillham, David; McCutcheon, Helen; Ziaian, Tahereh – British Journal of Educational Technology, 2011
There are increased opportunities for online delivery innovation within the education sector because of rapid advances in Internet technology. This paper describes a unique and efficient approach to simulation called "scenariation". The scenariation project aimed to establish efficient processes for the development of scenariation content and…
Descriptors: Video Technology, Nursing Students, Nursing Education, Allied Health Occupations Education
Tiwari, Rajiv; Singh, Khilawan – Australasian Journal of Educational Technology, 2011
A comprehensive survey on the Internet based virtualisation of experiments is presented, covering several individual as well as collaborative efforts in various engineering disciplines. From this survey it could be concluded that there is a pressing need to develop full-fledged remote laboratory experiments for integrated directly into engineering…
Descriptors: Foreign Countries, Feedback (Response), Curriculum Development, Engineering
Loke, Swee-Kin; Tordoff, June; Winikoff, Michael; McDonald, Jenny; Vlugter, Peter; Duffull, Stephen – British Journal of Educational Technology, 2011
Several scholars contend that learning with computer games and simulations results in students thinking more like professionals. Bearing this goal in mind, we investigated how a group of pharmacy students learnt with an in-house developed computer simulation, SimPharm. Adopting situated cognition as our theoretical lens, we conducted a case study…
Descriptors: Feedback (Response), Undergraduate Students, Pharmacy, Interviews
"World of Warcraft" and the Impact of Game Culture and "Play" in an Undergraduate Game Design Course
Dickey, Michele D. – Computers & Education, 2011
During the past two decades, digital games have become an increasingly popular source of study for academics, educational researchers and instructional designers. Much has been written about the potential of games for teaching and learning, both in the design of educational/serious games and the implementation of off-the-shelf games for learning.…
Descriptors: Instructional Design, Play, Educational Games, Classroom Environment
Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2018
For the forty-first time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Kansas City, Missouri. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains twenty-seven…
Descriptors: Instructional Design, Educational Technology, Technology Uses in Education, Higher Education
Kaufmann, Hannes – Themes in Science and Technology Education, 2009
Since ancient times mathematicians and geometricians have used visualisations to describe, discuss, study and teach mathematics. In mathematics education, visualisations are still used whenever possible to support teaching, to inspire students and feed their need to actually see abstract mathematical facts. In our times, virtual reality presents a…
Descriptors: Virtual Classrooms, Mathematics Education, Geometry, Visual Aids
Jones, Thomas; Laughlin, Thomas – American Biology Teacher, 2009
Nothing could be more effective than a wilderness experience to demonstrate the importance of conserving biodiversity. When that is not possible, though, there are computer models with several features that are helpful in understanding how biodiversity is measured. These models are easily used when natural resources, transportation, and time…
Descriptors: Computer Simulation, Laboratories, Biodiversity, Sampling
Jannink, Michiel J. A.; Aznar, Miguel; de Kort, Alexander Cornelis; van de Vis, Wim; Veltink, Peter; van der Kooij, Herman – International Journal of Rehabilitation Research, 2009
One of the neuropsychological deficits that can result from a stroke is the neglect phenomenon. Neglect has traditionally been assessed with paper-and-pencil tasks, which are administered within the reaching space of a person. The purpose of this explorative study is to investigate whether it is possible to assess neglect in the extrapersonal…
Descriptors: Computer Simulation, Vision, Older Adults, Patients
Jiau, H. C.; Chen, J. C.; Ssu, Kuo-Feng – IEEE Transactions on Education, 2009
Game-based assignments typically form an integral component of computer programming courses. The effectiveness of the assignments in motivating students to carry out repetitive programming tasks is somewhat limited since their outcomes are invariably limited to a simple win or loss scenario. Accordingly, this paper develops a simulation…
Descriptors: Self Motivation, Programming, Educational Games, Computer Simulation
Bonacich, Phillip; Bienenstock, Elisa Jayne – Social Psychology Quarterly, 2009
This paper presents and tests a general model to predict emergent exchange patterns and power differences in reciprocal exchange networks when individual actors follow the norm of reciprocity. With an interesting qualification, the experimental results reported here support the power-dependence approach (Emerson 1972a, b): those who acquire the…
Descriptors: Interpersonal Communication, Power Structure, Prediction, Interpersonal Relationship
Chandramouli, Magesh; Bertoline, Gary; Connolly, Patrick – Engineering Design Graphics Journal, 2009
This study proposes an innovative solution to the problem of multiobjective engineering design optimization by integrating desktop VR with genetic computing. Although, this study considers the case of construction design as an example to illustrate the framework, this method can very much be extended to other engineering design problems as well.…
Descriptors: Visualization, Genetics, Engineering, Guidelines

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