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Hughes, Katherine L.; Golann, Joanne Wang – Techniques: Connecting Education and Careers (J1), 2008
This article describes how students learn invaluable job-readiness and academic skills by setting up and running their own businesses in a virtual world. Virtual Enterprises (VE) International is a high school career and technical education (CTE) program that teaches students about business by having a class create and operate its own virtual…
Descriptors: High Schools, Educational Technology, Vocational Education, Active Learning
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Passig, David; Moshe, Ronit – Journal of Educational Computing Research, 2008
This study investigated whether participating in a 3D immersive virtual reality world simulating the experience of test-anxiety would affect preservice teachers' awareness to the phenomenon. Ninety subjects participated in this study, and were divided into three groups. The experimental group experienced a 3D immersive simulation which made…
Descriptors: Experimental Groups, Computer Simulation, Control Groups, Preservice Teachers
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Westera, W.; Nadolski, R. J.; Hummel, H. G. K.; Wopereis, I. G. J. H. – Journal of Computer Assisted Learning, 2008
Serious games open up many new opportunities for complex skills learning in higher education. The inherent complexity of such games, though, requires large efforts for their development. This paper presents a framework for serious game design, which aims to reduce the design complexity at conceptual, technical and practical levels. The approach…
Descriptors: Feedback (Response), Higher Education, Computer System Design, Educational Technology
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Calongne, Cynthia M. – EDUCAUSE Review, 2008
Virtual worlds are engaging, stimulating spaces where students can meet online for normal class activities, including lectures, discussions, case studies, projects, papers, exams, and labs. Classes are a mix of synchronous and asynchronous activity. A virtual world class differs from a traditional course management system, such as Blackboard or…
Descriptors: Online Courses, Learning Experience, Social Networks, Virtual Classrooms
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Klopfer, Eric; Squire, Kurt – Educational Technology Research and Development, 2008
The form factors of handheld computers make them increasingly popular among K-12 educators. Although some compelling examples of educational software for handhelds exist, we believe that the potential of this platform are just being discovered. This paper reviews innovative applications for mobile computing for both education and entertainment…
Descriptors: Elementary Secondary Education, Computer Uses in Education, Computer Software, Educational Technology
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Foreman, Nigel; Boyd-Davis, Stephen; Moar, Magnus; Korallo, Liliya; Chappell, Emma – Instructional Science: An International Journal of the Learning Sciences, 2008
Historical time and chronological sequence are usually conveyed to pupils via the presentation of semantic information on printed worksheets, events being rote-memorised according to date. We explored the use of virtual environments in which successive historical events were depicted as "places" in time-space, encountered sequentially in…
Descriptors: Computer Graphics, Semantics, History Instruction, Foreign Countries
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Eary, John – British Journal of Educational Technology, 2008
The National Computing Centre (NCC) has developed an interactive video training system for the Scottish Police College to help train police supervisory officers in crowd control at major spectator events, such as football matches. This approach involves technology-enhanced training in a group-learning environment, and may have significant impact…
Descriptors: Interactive Video, Police Education, Management Development, Supervisory Training
Jeffrey Jacobson – ProQuest LLC, 2008
This study explored whether students benefited from an immersive panoramic display while studying subject matter that is visually complex and information-rich. Specifically, middle-school students learned about ancient Egyptian art and society using an educational learning game, "Gates of Horus," which is based on a simplified three…
Descriptors: Computer Simulation, Building Design, Experiential Learning, Visual Aids
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Barwell, Graham; Moore, Chris; Walker, Ruth – Australasian Journal of Educational Technology, 2011
The model of learning best suited to the future may be one which sees learning as the process of managing the different kinds of participation an individual might have in complex social systems. Learning capability and engagement is thus dependent on the relationship between an individual identity and social systems. We report on the incorporation…
Descriptors: Social Systems, Pilot Projects, Computer Assisted Instruction, Student Evaluation
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Eshlaghy, Abbas Toloie; Kaveh, Haydeh – International Education Studies, 2009
The purpose of this study was to determine the most suitable ICT-based education and define the most suitable e-content creation tools for quantitative courses in the IT-management Masters program. ICT-based tools and technologies are divided in to three categories: the creation of e-content, the offering of e-content, and access to e-content. In…
Descriptors: Case Studies, Foreign Countries, Technology Uses in Education, Educational Technology
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Dilber, Refik; Karaman, Ibrahim; Duzgun, Bahattin – Educational Research and Evaluation, 2009
The aim of this study was to investigate the effectiveness of conceptual change-based instruction and traditionally designed physics instruction on students' understanding of projectile motion concepts. Misconceptions related to projectile motion concepts were determined by related literature on this subject. Accordingly, the Projectile Motion…
Descriptors: Experimental Groups, Control Groups, Scientific Concepts, Instructional Effectiveness
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Blake, M. Brian; Butcher-Green, Jerome D. – Computers & Education, 2009
Training individuals from diverse backgrounds and in changing environments requires customized training approaches that align with the individual learning styles and ever-evolving organizational needs. Scaffolding is a well-established instructional approach that facilitates learning by incrementally removing training aids as the learner…
Descriptors: Familiarity, Adult Learning, Simulated Environment, Trainees
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Wood, Robert E.; Beckmann, Jens F.; Birney, Damian P. – Education & Training, 2009
Purpose: The purpose of this paper is to consider how simulations are increasingly used in training programs for the development of skills such as leadership. However, the requirements of leadership development go beyond the development of task specific procedural knowledge or expertise that simulations have typically been used to develop.…
Descriptors: Leadership, Teaching Methods, Computer Simulation, Skill Development
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Clarke, Jody; Dede, Chris – Journal of Science Education and Technology, 2009
One-size-fits-all educational innovations do not work because they ignore contextual factors that determine an intervention's efficacy in a particular local situation. This paper presents a framework on how to design educational innovations for scalability through enhancing their adaptability for effective usage in a wide variety of settings. The…
Descriptors: Educational Innovation, Virtual Classrooms, Case Studies, Middle Schools
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Mendeloff, David; Shaw, Carolyn – Journal of Political Science Education, 2009
This paper presents the design and assesses the results of an international collaborative course of American and Canadian undergraduates on the topic of postconflict peacebuilding. Using online discussions, a web-based role-play simulation, and videoconferencing this collaborative course sought to enhance student engagement with the material by…
Descriptors: Computer Uses in Education, Intercollegiate Cooperation, Articulation (Education), Computer Simulation
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