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"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
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
Leonardi, Paul M. – Human Communication Research, 2009
This article explores the relationship between users' interpretations of a new technology and failure of organizational change. I suggest that people form interpretations of a new technology not only based on their conversations with others, but also through their use of technology's material features directly. Through qualitative and quantitative…
Descriptors: Computer Simulation, Ethnography, Organizational Change, Engineering
Shen, Jia; Eder, Lauren B. – Journal of Information Systems Education, 2009
Virtual worlds are becoming increasingly sophisticated, showing potential as an effective platform for a variety of collaborative activities, including learning. This study examines students' intentions to use the virtual world Second Life (SL) for education, and explores factors associated with their intentions. Based on the Technology Acceptance…
Descriptors: Computer Simulation, Computer Uses in Education, Intention, College Students
Cabanero-Johnson, Paz Susan; Berge, Zane – Learning Organization, 2009
Purpose: The purpose of this paper is to provide description and an analysis of two worlds colliding where real-world roles or ideas play out in a virtual dimension. Inhabited by digital natives, the virtual world in a learning organization is a journey back to the future of microworlds where the only limitation is one's imagination.…
Descriptors: Age Groups, Influence of Technology, Technology Uses in Education, Artificial Intelligence
Sun, Huey-Min; Cheng, Wen-Lin – Computers & Education, 2009
Our research explores a virtual reality application based on Web camera (Webcam) input-interface. The interface can replace with the mouse to control direction intention of a user by the method of frame difference. We divide a frame into nine grids from Webcam and make use of the background registration to compute the moving object. In order to…
Descriptors: Computer Simulation, Database Management Systems, Video Technology, Computer System Design
Goss, S.; Anthony, K. – British Journal of Guidance & Counselling, 2009
Counselling and psychotherapy has been influenced by technology for over 50 years. During this time, the rate at which ways that technology of one kind or another can assist therapists and counsellors has seemed to increase exponentially. This paper introduces and summarises contributions to the subject of technological enhancements or extensions…
Descriptors: Computer Mediated Communication, Computer Simulation, Counseling Techniques, Psychotherapy
Park, Seong Ik; Lee, Gyumin; Kim, Meekyoung – Computers & Education, 2009
The purposes of this study were to examine the effects of two types of interactive computer simulations and of prior knowledge levels on concept comprehension, cognitive load, and learning efficiency. Seventy-two 5th grade students were sampled from two elementary schools. They were divided into two groups (high and low) based on prior knowledge…
Descriptors: Comprehension, Prior Learning, Educational Technology, Grade 5
Waters, John K. – T.H.E. Journal, 2009
In this article, the author talks about the 3D virtual world known as Second Life and its potential as a learning platform. In the last few years, many colleges, universities, and libraries have established resources in what has become the preeminent multiuser virtual environment. Today, more than 100 Second Life "regions" are used for educational…
Descriptors: Educational Resources, Social Networks, Computer Simulation, Educational Technology
Lotan, Meir; Yalon-Chamovitz, Shira; Weiss, Patrice L. – Research in Developmental Disabilities: A Multidisciplinary Journal, 2009
Individuals with intellectual and developmental disabilities (IDD) are in need of effective physical fitness training programs. The aim was to test the effectiveness of a Virtual Reality (VR)-based exercise program in improving the physical fitness of adults with IDD. A research group (N = 30; mean age = 52.3 plus or minus 5.8 years; moderate IDD…
Descriptors: Exercise, Intervention, Computer Simulation, Mental Retardation

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