NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 7,621 to 7,635 of 11,459 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Bae, Saebyok – European Journal of Physics, 2009
Since society and science need interdisciplinary works, the interesting topic of chaos is chosen for interdisciplinary education in physics. The educational programme contains various university-level activities such as computer simulations, chaos experiment and team projects besides ordinary teaching. According to the participants, the programme…
Descriptors: Higher Education, Physics, Interdisciplinary Approach, Science and Society
Peer reviewed Peer reviewed
Direct linkDirect link
Rigby, C. Scott; Przybylski, Andrew K. – Theory and Research in Education, 2009
Participation in expansive video games called "virtual worlds" has become a mainstream leisure activity for tens of millions of people around the world. The growth of this industry and the strong motivational appeal of these digital worlds invite a closer examination as to how educators can learn from today's virtual worlds in the development of…
Descriptors: Video Games, Computer Simulation, Self Determination, Social Theories
Peer reviewed Peer reviewed
Direct linkDirect link
Angehrn, Albert A.; Maxwell, Katrina – Innovate: Journal of Online Education, 2009
Effective collaboration is necessary for corporation-wide learning, knowledge exchange, and innovation. However, it is difficult to create a corporate culture that encourages collaboration; the complexity of such collaboration is increased substantially by the diverse and distributed nature of knowledge sources and decision makers in the global…
Descriptors: Computer Mediated Communication, Organizational Culture, Global Approach, Cooperation
Peer reviewed Peer reviewed
Direct linkDirect link
Greenberg, James; Nepkie, Janet; Pence, Harry E. – Journal of Educational Technology Systems, 2009
Do online virtual worlds represent a viable learning environment for higher education? Many Second Life classes resemble their real life equivalents, but some faculty are exploring the potential of virtual worlds for less-traditional teaching. This article describes one such effort, the SUNY Oneonta Music Project, in which faculty and students…
Descriptors: Higher Education, Music, Learning Experience, Music Activities
Peer reviewed Peer reviewed
Direct linkDirect link
Perkins-Gough, Deborah – Educational Leadership, 2009
According to a national telephone survey by the Pew Internet Project, 99 percent of boys and 94 percent of girls ages 12-17 play computer, Web, portable, or console games; and 50 percent play such games daily. The survey report, Teens, Video Games, and Civics, examines the extent and nature of teens' game playing and sheds some light on the…
Descriptors: Play, Video Games, Telephone Surveys, Young Adults
Peer reviewed Peer reviewed
Direct linkDirect link
Vergara, Victor; Caudell, Thomas; Goldsmith, Timothy; Panaiotis; Alverson, Dale – Innovate: Journal of Online Education, 2009
Virtual worlds provide unique opportunities for instructors to promote, study, and evaluate student learning and comprehension. In this article, Victor Vergara, Thomas Caudell, Timothy Goldsmith, Panaiotis, and Dale Alverson explore the advantages of using virtual reality environments to create simulations for medical students. Virtual simulations…
Descriptors: Feedback (Response), Medical Education, Medical Students, Computer Simulation
Peer reviewed Peer reviewed
Direct linkDirect link
Stankovic, Nenad; Tillo, Tammam – Journal of Information Technology Education, 2009
Concurrent engineering or overlapping activities is a business strategy for schedule compression on large development projects. Design parameters and tasks from every aspect of a product's development process and their interdependencies are overlapped and worked on in parallel. Concurrent engineering suffers from negative effects such as excessive…
Descriptors: Student Projects, Learning Strategies, Engineering, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Wheeler, Matthew – British Journal of Educational Technology, 2009
Second Life (SL), an immersive virtual environment, is increasingly being adopted in education for both formal and informal teaching and learning uses. This paper addresses the process of developing a demonstrator presence in SL, the potential of the system for formal teaching and some practical ideas on how to successfully integrate such emerging…
Descriptors: Instructional Design, Teaching Methods, Educational Technology, Electronic Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Danforth, Douglas R. – International Journal of Virtual and Personal Learning Environments, 2010
One of the strengths of a virtual environment is the ability to immerse the occupant into an environment that would otherwise be impossible. The primary focus of the author's project in Second Life is to take advantage of this opportunity to explore novel approaches to medical education. Second Life can be used to model doctor-patient interaction,…
Descriptors: Simulated Environment, Computer Simulation, Educational Technology, Technology Uses in Education
Peer reviewed Peer reviewed
PDF on ERIC Download full text
van Bilsen, Arthur; Bekebrede, Geertje; Mayer, Igor – Informatics in Education, 2010
While educators teach their students about decision making in complex environments, managers have to deal with the complexity of large projects on a daily basis. To make better decisions it is assumed, that the latter would benefit from better understanding of complex phenomena, as do students as the professionals of the future. The goal of this…
Descriptors: Decision Making, Computer Games, Computer Simulation, College Students
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Abdallah, Salam; Douglas, Jamal – Turkish Online Journal of Distance Education, 2010
Emerging 3D virtual worlds such as Second Life can offer students with opportunities to enhance learning using rich collaborative asynchronous media. Virtual worlds are believed to impact the future of higher education and therefore, universities across the world are immersing themselves inside virtual worlds to establish a unique learning and…
Descriptors: Foreign Countries, Student Attitudes, Simulated Environment, Computer Simulation
Zhou, Yicong – ProQuest LLC, 2010
This dissertation introduces a new multimedia security system for the performance of object recognition and multimedia encryption in security and medical applications. The system embeds an enhancement and multimedia encryption process into the traditional recognition system in order to improve the efficiency and accuracy of object detection and…
Descriptors: National Security, Cancer, Multimedia Materials, Computer Security
Kramer, Steven H. – ProQuest LLC, 2010
Despite the speed at which Second Life has been adopted by universities and schools to teach courses, little educational research and theory addresses this multiplayer online "world." This case study explored undergraduate university instructors' teaching methods and tools within a virtual environment. It also considered whether instructors are…
Descriptors: Virtual Classrooms, Teaching Methods, Play, Educational Research
Peer reviewed Peer reviewed
Direct linkDirect link
Tan, Kim Hua; Tse, Ying Kei; Chung, Pui Ling – Computers & Education, 2010
Many researchers have advocated the use of games (and simulations) to enhance students' learning. Research has shown that in order to promote a deeper understanding of material, students ought to be engaged with what they are doing. However, there are limited interactive games for classroom teaching, especially within the operations management…
Descriptors: Active Learning, Business Administration, Learner Engagement, Educational Games
Peer reviewed Peer reviewed
Direct linkDirect link
Trundle, Kathy Cabe; Bell, Randy L. – Computers & Education, 2010
This mixed-methods investigation compared the effectiveness of three instructional approaches in achieving desired conceptual change among early childhood preservice teachers (n = 157). Each of the three treatments employed inquiry-based instruction on moon phases using data collected from: (1) the planetarium software program, Starry Night[TM],…
Descriptors: Preschool Teachers, Preservice Teachers, Computer Simulation, Astronomy
Pages: 1  |  ...  |  505  |  506  |  507  |  508  |  509  |  510  |  511  |  512  |  513  |  ...  |  764