NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 8,446 to 8,460 of 11,459 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Nadolski, Rob J.; Hummel, Hans G. K.; van den Brink, Henk J.; Hoefakker, Ruud E.; Slootmaker, Aad; Kurvers, Hub J.; Storm, Jeroen – Simulation & Gaming, 2008
Societal changes demand educators to apply new pedagogical approaches. Many educational stakeholders feel that serious games could play a key role in fulfilling this demand, and they lick their chops when looking at the booming industry of leisure games. However, current toolkits for developing leisure games show severe shortcomings when applied…
Descriptors: Higher Education, Educational Games, Learning Modules, Courseware
Peer reviewed Peer reviewed
Direct linkDirect link
Virvou, Maria; Katsionis, George – Computers & Education, 2008
Educational software games aim at increasing the students' motivation and engagement while they learn. However, if software games are targeted to school classrooms they have to be usable and likeable by all students. Usability of virtual reality games may be a problem because these games tend to have complex user interfaces so that they are more…
Descriptors: Educational Games, Computers, Computer Software, Computer Simulation
Peer reviewed Peer reviewed
Direct linkDirect link
Mabrito, Mark; Medley, Rebecca – Innovate: Journal of Online Education, 2008
One way of better understanding Net-Generation learners is to examine the texts they create on online social networking, blogging, and image sites as well as in virtual worlds. Mark Mabrito and Rebecca Medley explore the nature of Net-Generation texts as a reflection of the cognitive differences between this generation's students and their older…
Descriptors: Perspective Taking, Content Analysis, Computer Mediated Communication, Social Networks
Peer reviewed Peer reviewed
Direct linkDirect link
Liu, Han-Chin; Andre, Thomas; Greenbowe, Thomas – Journal of Science Education and Technology, 2008
It is complicated to design a computer simulation that adapts to students with different characteristics. This study documented cases that show how college students' prior chemistry knowledge level affected their interaction with peers and their approach to solving problems with the use of computer simulations that were designed to learn…
Descriptors: Science Instruction, Individual Differences, Knowledge Level, Prior Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Esponda-Arguero, Margarita – Journal of Educational Computing Research, 2008
This article is a review of the pedagogical experience obtained with systems for algorithmic animation. Algorithms consist of a sequence of operations whose effect on data structures can be visualized using a computer. Students learn algorithms by stepping the animation through the different individual operations, possibly reversing their effect.…
Descriptors: Animation, Teaching Methods, Electronic Learning, Educational Technology
Peer reviewed Peer reviewed
Direct linkDirect link
Good, Judith; Howland, Katherine; Thackray, Liz – ALT-J: Research in Learning Technology, 2008
There is a growing use of immersive virtual environments for educational purposes. However, much of this activity is not yet documented in the public domain, or is descriptive rather than analytical. This paper presents a case study in which university students were tasked with building an interactive learning experience using Second Life as a…
Descriptors: Problem Based Learning, Virtual Classrooms, Learning Experience, Internet
Peer reviewed Peer reviewed
Direct linkDirect link
Ting, Choo-Yee; Phon-Amnuaisuk, Somnuk; Chong, Yen-Kuan – Educational Technology & Society, 2008
This article aims at discussing how Dynamic Decision Network (DDN) can be employed to tackle the challenges in modeling temporally variable scientific inquiry skills and provision of adaptive pedagogical interventions in INQPRO, a scientific inquiry exploratory learning environment for learning O'level Physics. We begin with an overview of INQPRO…
Descriptors: Discovery Learning, Educational Environment, Science Instruction, Inquiry
Peer reviewed Peer reviewed
Direct linkDirect link
Mildenhall, Paula; Swan, Paul; Northcote, Maria; Marshall, Linda – Australian Primary Mathematics Classroom, 2008
As part of the project titled "Hands-On Heads-On: The Effective Use of Manipulatives Both Virtual and Physical" being undertaken at Edith Cowan University, there was an investigation into the use of virtual manipulatives and the interactive whiteboard (IWB). Virtual manipulatives may be defined as a virtual representation of a physical…
Descriptors: Investigations, Mathematical Concepts, Manipulative Materials, Educational Technology
Peer reviewed Peer reviewed
Direct linkDirect link
Liao, Yuen-kuang Cliff; Chang, Huei-wen; Chen, Yu-wen – Computers in the Schools, 2008
A meta-analysis was performed to synthesize existing research comparing the effects of computer applications (i.e., computer-assisted instruction, computer simulations, and Web-based learning) versus traditional instruction on elementary school students' achievement in Taiwan. Forty-eight studies were located from four sources, and their…
Descriptors: Elementary School Students, Computer Assisted Instruction, Computer Oriented Programs, Computers
Peer reviewed Peer reviewed
Direct linkDirect link
Ridgeway, Cecilia L.; Correll, Shelley J. – Social Forces, 2006
We develop a new status construction theory argument that apparently valid social realities in which a salient social difference is consistently linked to signs of status and competence induce participants to form status beliefs. Supporting this social validity account, an experiment showed that when an influence hierarchy developed between…
Descriptors: Beliefs, Social Differences, Social Status, Computer Simulation
Peer reviewed Peer reviewed
Direct linkDirect link
Clancy, Tamera A.; Rucklidge, Julia J.; Owen, Dean – Journal of Clinical Child and Adolescent Psychology, 2006
This study investigated the potential accident-proneness of adolescents with attention deficit hyperactivity disorder (ADHD) in a hazardous road-crossing environment. An immersive virtual reality traffic gap-choice task was used to determine whether ADHD adolescents show more unsafe road-crossing behavior than controls. Participants (ages 13 to…
Descriptors: Adolescents, Attention Deficit Disorders, Comparative Analysis, Traffic Safety
Mayrath, Michael Charles – ProQuest LLC, 2009
This study examined the effects of manipulating the modality (text-only, voice-only, voice+text) of a tutorial and restriction (restricted vs. unrestricted) of a simulation's interface on retention and transfer of tutorial content. The tutorial prepared novice students to use Packet Tracer, a simulation developed by Cisco that teaches network…
Descriptors: Multiple Choice Tests, Interaction, Educational Technology, Computer Networks
Zhang, Chi – ProQuest LLC, 2009
Researchers in information systems and technology-mediated learning have begun to examine how virtual world environments can be used in learning and how they enable learning processes and enhance learning outcomes. This research examined learning processes in a virtual world learning environment (VWLE). A research model of VWLE effects on learning…
Descriptors: Distance Education, Program Effectiveness, Interaction, Learning Processes
Peer reviewed Peer reviewed
Direct linkDirect link
Barab, Sasha A.; Scott, Brianna; Siyahhan, Sinem; Goldstone, Robert; Ingram-Goble, Adam; Zuiker, Steven J.; Warren, Scott – Journal of Science Education and Technology, 2009
Drawing on game-design principles and an underlying situated theoretical perspective, we developed and researched a 3D game-based curriculum designed to teach water quality concepts. We compared undergraduate student dyads assigned randomly to four different instructional design conditions where the content had increasingly level of…
Descriptors: Environmental Education, Undergraduate Students, Water Quality, Test Items
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Thorsteinsson, Gisli; Page, Tom – Journal of Educational Technology, 2007
Innovation Education (IE) is a new subject area in Icelandic schools. The aim of the subject is to train students to identify the needs and problems in their environment and to develop solutions: a process of ideation. This activity has been classroom based but now a Virtual Reality Learning Environment technology (VRLE) has been designed to…
Descriptors: Foreign Countries, Innovation, Creativity, Computer Simulation
Pages: 1  |  ...  |  560  |  561  |  562  |  563  |  564  |  565  |  566  |  567  |  568  |  ...  |  764