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Matrundola, Deborah La Torre; Chang, Sandy; Herman, Joan – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2012
The purpose of these case studies was to examine the ways technology and professional development supported the use of the SimScientists assessment systems. Qualitative research methodology was used to provide narrative descriptions of six classes implementing simulation-based assessments for either the topic of Ecosystems or Atoms and Molecules.…
Descriptors: Computer Simulation, Computer Assisted Testing, Science Tests, Middle School Students
Durall, E.; Gros, B.; Maina, M.; Johnson, L.; Adams Becker, S. – New Media Consortium, 2012
This report reflects a multi-year collaborative effort between the New Media Consortium (NMC) and the eLearn Center of the Universitat Oberta de Catalunya to help inform Iberoamerican educational leaders about significant developments in technologies supporting teaching, learning, and research in tertiary education. The report was produced to…
Descriptors: Foreign Countries, Technology Uses in Education, Technological Advancement, Educational Technology
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Clarke, Christopher Peter – Program: Electronic Library and Information Systems, 2012
Purpose: This paper aims to examine the experiences of new users of Second Life in order to identify potential barriers and attractors to the expansion of the userbase and therefore the market for in-world information services. Design/methodology/approach: A multi-faceted methodological approach was taken utilising two questionnaires (pre- and…
Descriptors: Interviews, Interpersonal Relationship, Interaction, Electronic Libraries
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Lowdermilk, John; Martinez, Deborah; Pecina, Julie; Beccera, Lisa; Lowdermilk, Carey – TechTrends: Linking Research and Practice to Improve Learning, 2012
This article examines the use of a focused educational game. The game, "Behavior Breakthroughs"[TM], was created to teach people that work with children with autism, appropriate behavior management techniques. A group of undergraduate, teacher education students played the game and provided feedback on their experiences.
Descriptors: Autism, Student Behavior, Classroom Techniques, Special Education
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Caropreso, Maria Fernanda; Inkpen, Diana; Keshtkar, Fazel; Khan, Shahzad – Journal of Interactive Learning Research, 2012
Natural Language Generation (NLG) systems can make data accessible in an easily digestible textual form; but using such systems requires sophisticated linguistic and sometimes even programming knowledge. We have designed and implemented an environment for creating and modifying NLG templates that requires no programming knowledge, and can operate…
Descriptors: Natural Language Processing, Computer Simulation, Computer System Design, Computer Software
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Young, William, II; Franklin, Teresa; Cooper, Tessa; Carroll, Stephen; Liu, Chang – Journal of Interactive Learning Research, 2012
In an age of technological advancement, video games have been found to be effective teaching aids in middle school science classrooms. A National Science Foundation (NSF) project at Ohio University, known as STEAM, (Science and Technology Enrichment for Appalachian Middle Schoolers), has examined Second Life as a curriculum aid through the design,…
Descriptors: Video Games, Middle Schools, Secondary School Science, Educational Games
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Park, Yong Jin – Communication Teacher, 2012
Teaching communication policy to young college students can be a challenge. Students often consider law and policy as difficult, abstract, or even unrelated to their lives. Yet experienced teachers note that students--especially those who are first exposed to regulatory concepts--benefit when they actively participate, engage, and deliberate for…
Descriptors: Communications, Public Policy, College Instruction, Instructional Effectiveness
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Yeh, Yi-Fen; Jen, Tsung-Hau; Hsu, Ying-Shao – International Journal of Science Education, 2012
Scientific inquiry involves a variety of abilities scientists use to investigate the natural world. In order to develop students' scientific inquiry, researchers and educators have developed different curricula and a variety of instructional resources, which make features and descriptors of scientific inquiry in teaching and learning even more…
Descriptors: Novices, Educational Research, Multivariate Analysis, Researchers
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McMaster, Kirby; Sambasivam, Samuel E.; Anderson, Nicole – Information Systems Education Journal, 2010
In demand paging virtual memory systems, the page fault rate of a process varies with the number of memory frames allocated to the process. When an increase in the number of allocated frames leads to an increase in the number of page faults, Belady's anomaly is said to occur. In this paper, we present a probability model for Belady's anomaly. We…
Descriptors: Probability, Models, Computer Science Education, Information Systems
Ziaeehezarjeribi, Yadi – ProQuest LLC, 2010
This study, based on experiential play methodology was used to explore student engagement while playing "Medal of Honor (2002)" and "Call of Duty (2003)". It identifies some of the key issues related to the use of video games and simulations during the training phase of game play. Research into the effects of gaming in education has been extremely…
Descriptors: Learner Engagement, Play, Video Games, Learning Strategies
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Ortiz-Rodriguez, Estanislao; Vazquez-Arenas, Jorge; Ricardez-Sandoval, Luis A. – Chemical Engineering Education, 2010
An overview of a course on modeling and simulation offered at the Nanotechnology Engineering undergraduate program at the University of Waterloo. The motivation for having this course in the undergraduate nanotechnology curriculum, the course structure, and its learning objectives are discussed. Further, one of the computational laboratories…
Descriptors: Course Content, Laboratories, Undergraduate Students, Universities
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Demski, Jennifer – T.H.E. Journal, 2010
Moving from a traditional desktop computing environment to a virtualized solution is a daunting task. In this article, the author presents case histories of three districts that have made the conversion to virtual computing to learn about their experiences: What prompted them to make the move, and what were their objectives? Which obstacles prove…
Descriptors: Educational Technology, Client Server Architecture, Computer Simulation, Data Collection
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Lee, Hollylynne Stohl; Angotti, Robin L.; Tarr, James E. – Statistics Education Research Journal, 2010
We examined how middle school students reason about results from a computer-simulated die-tossing experiment, including various representations of data, to support or refute an assumption that the outcomes on a die are equiprobable. We used students' actions with the software and their social interactions to infer their expectations and whether or…
Descriptors: Middle School Students, Grade 6, Comparative Analysis, Hypothesis Testing
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Neubauer, Aljoscha C.; Bergner, Sabine; Schatz, Martina – Intelligence, 2010
The well-documented sex difference in mental rotation favoring males has been shown to emerge only for 2-dimensional presentations of 3-dimensional objects, but not with actual 3-dimensional objects or with virtual reality presentations of 3-dimensional objects. Training studies using computer games with mental rotation-related content have…
Descriptors: Computer Simulation, Brain, Gender Differences, Males
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Lux, Nicholas J.; Grimberg, Bruna Irene; Nollmeyer, Gustave E.; Swanson, Elisabeth – International Journal of Technology in Teaching and Learning, 2014
Intent on building inquiry-based digital science learning experiences for K-5 students, this research study began with the formation of a tight partnership between state and local educational agencies, higher education, and university scientists and researchers. The primary focus of this partnership was to deliver high-quality, inquiry-based…
Descriptors: Electronic Learning, Inquiry, Elementary School Science, Partnerships in Education
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