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Miseviciene, Regina; Ambraziene, Danute; Tuminauskas, Raimundas; Pažereckas, Nerijus – Informatics in Education, 2012
Many factors influence education nowadays. Educational institutions are faced with budget cuttings, outdated IT, data security management and the willingness to integrate remote learning at home. Virtualization technologies provide innovative solutions to the problems. The paper presents an original educational infrastructure using virtualization…
Descriptors: Computer Simulation, Universities, College Students, College Faculty
D'Alba, Adriana – ProQuest LLC, 2012
The main purpose of this mixed methods research was to explore and analyze visitors' overall experience while they attended a museum exhibition, and examine how this experience was affected by previously using a virtual 3dimensional representation of the museum itself. The research measured knowledge acquisition in a virtual museum, and compared…
Descriptors: Museums, Arts Centers, Attitudes, Learning
Zapalska, Alina; Brozik, Dallas; Rudd, Denis – Online Submission, 2012
Educational games and simulations are excellent active learning tools that offer students hands-on experience. Little research is available on developing games and simulations and how teachers can be assisted in making their own games and simulations. In this context, the paper presents a multi-step process of how to develop games and simulations…
Descriptors: Educational Games, Active Learning, Educational Technology, Instructional Design
Paek, Seungoh – ProQuest LLC, 2012
The purpose of this study is to demonstrate how virtual manipulatives, designed to provide multimodal interactions, support richer perceptual experiences that promote conceptual learning. To study this phenomenon, a virtual manipulative called, "Puzzle Blocks," was developed by the researcher. "Puzzle Blocks" introduces the…
Descriptors: Manipulative Materials, Mathematics Instruction, Computer Simulation, Multiplication
Herbert, Sandra – Mathematics Education Research Group of Australasia, 2012
This paper reports on the different gesture types employed by twenty-three Year 10 students as they endeavoured to explain their understanding of rate of change associated with the functions resulting from two different computer simulations. These gestures also have application to revealing students' understanding of functions. However,…
Descriptors: Nonverbal Communication, Secondary School Students, Computer Simulation, Mathematics Instruction
Trekles, Anastasia M. – Online Submission, 2012
This paper examines how virtual worlds and other advanced social media can be married with problem-based learning to encourage creativity and critical thinking in the English/Language Arts classroom, particularly for middle school, high school, and undergraduate college education. Virtual world experiences such as "Second Life," Jumpstart.com, and…
Descriptors: Creative Writing, Problem Based Learning, Video Games, Critical Thinking
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Wittenberg-Lyles, Elaine; Oliver, Debra Parker; Demiris, George; Shaunfield, Sara – Educational Gerontology, 2012
Creative activities are a challenge for long-term care facilities. The Passport intervention uses web-based video technology to provide long-term care residents with a virtual travel experience. Passport broadcasts were conducted and staff and residents were interviewed about the experience. A thematic analysis of interviews was used to discern…
Descriptors: Active Learning, Intervention, Older Adults, Creative Activities
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Phenice, Lillian A.; Griffore, Robert J. – Educational Gerontology, 2012
Nursing homes, assisted living facilities and home-care organizations, use web sites to describe their services to potential consumers. This virtual ethnographic study developed models representing how potential consumers may understand this information using data from web sites of 69 long-term-care providers. The content of long-term-care web…
Descriptors: Quality of Life, Older Adults, Ethnography, Web Sites
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Kovalik, Cindy L.; Kuo, Chia-Ling – Simulation & Gaming, 2012
This research project investigated student reaction to playing the DIFFUSION SIMULATION GAME (DSG) and how an instructor, who is a novice in playing online games, implemented the DSG in an online higher education course. The goal of this research project was to determine whether playing the DSG helps students learn and apply course content. In…
Descriptors: Computer Games, Educational Games, Computer Simulation, Innovation
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Plancher, G.; Tirard, A.; Gyselinck, V.; Nicolas, S.; Piolino, P. – Neuropsychologia, 2012
Most neuropsychological assessments of episodic memory bear little similarity to the events that patients actually experience as memories in daily life. The first aim of this study was to use a virtual environment to characterize episodic memory profiles in an ecological fashion, which includes memory for central and perceptual details,…
Descriptors: Computer Simulation, Alzheimers Disease, Diseases, Identification
Saldana, Matt; Rodden, Leslie – Leadership, 2012
In this article, the authors discuss how educators can engage students in real world learning using their academic knowledge and technical skills. They describe how school districts have discovered that the world of robotics can help students use technical skills to solve simulated problems found in the real world, while understanding the…
Descriptors: Teaching Methods, Technology Education, World Problems, Problem Based Learning
Honebein, Peter C.; Goldsworthy, Richard – Educational Technology, 2012
Virtual classrooms and virtual activities have waxed and waned, with most focusing on fostering learning in the cognitive domain and, realistically, most becoming rapidly discontinued. But social virtual realities (SVR) are uniquely "social," so what about interpersonal skills? This article describes the authors' experiences exploring SVR as a…
Descriptors: Computer Simulation, Educational Environment, Virtual Classrooms, Educational Technology
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Wegener, Margaret; McIntyre, Timothy J.; McGrath, Dominic; Savage, Craig M.; Williamson, Michael – Australasian Journal of Educational Technology, 2012
In this article, the successful implementation of a development cycle for a physics teaching package based on game-like virtual reality software is reported. The cycle involved several iterations of evaluating students' use of the package followed by instructional and software development. The evaluation used a variety of techniques, including…
Descriptors: Physics, Computer Software, Computer Simulation, Focus Groups
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Lee, Chwee Beng; Ling, Keck Voon – Campus-Wide Information Systems, 2012
Purpose: This paper aims to describe the web-based scaffold dynamic simulation system (PRES-on) designed for pre-service teachers. Design/methodology/approach: The paper describes the initial design of a web-based scaffold dynamic simulation system (PRES-on) as a cognitive tool for learners to represent problems. For the widespread use of the…
Descriptors: Computer Simulation, Internet, Web Based Instruction, Scaffolding (Teaching Technique)
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Shelley, Mack, Ed.; Akcay, Hakan, Ed.; Ozturk, Omer Tayfur, Ed. – International Society for Technology, Education, and Science, 2022
"Proceedings of International Conference on Research in Education and Science" includes full papers presented at the International Conference on Research in Education and Science (ICRES) which took place on March 24-27, 2022 in Antalya, Turkey. The aim of the conference is to offer opportunities to share ideas, to discuss theoretical and…
Descriptors: Educational Technology, Technology Uses in Education, Computer Peripherals, Equipment
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