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New Media Consortium, 2013
The "Technology Outlook for Latin American Higher Education 2013-2018: An NMC Horizon Project Regional Analysis" was released as a collaborative effort between the New Media Consortium (NMC), the Centro Superior para la Enseñanza Virtual (CSEV), and Virtual Educa. This report -- published both in Spanish and English -- will inform…
Descriptors: Higher Education, Technology Uses in Education, Educational Technology, Electronic Learning
Ritchie, William J.; Fornaciari, Charles J.; Drew, Stephen A. W.; Marlin, Dan – Journal of Management Education, 2013
Many capstone strategic management courses use computer-based simulations as core pedagogical tools. Simulations are touted as assisting students in developing much-valued skills in strategy formation, implementation, and team management in the pursuit of superior strategic performance. However, despite their rich nature, little is known regarding…
Descriptors: Computer Simulation, Business Administration Education, Strategic Planning, Teamwork
Eckhardt, Marc; Urhahne, Detlef; Conrad, Olaf; Harms, Ute – Instructional Science: An International Journal of the Learning Sciences, 2013
The study examined the effects of two different instructional interventions as support for scientific discovery learning using computer simulations. In two well-known categories of difficulty, data interpretation and self-regulation, instructional interventions for learning with computer simulations on the topic "ecosystem water" were developed…
Descriptors: Difficulty Level, Cognitive Processes, Academic Support Services, Discovery Learning
Mayrath, Michael C.; Nihalani, Priya K.; Robinson, Daniel H. – Journal of Educational Psychology, 2011
In 2 experiments, 241 undergraduates with low domain knowledge viewed a tutorial on how to use Packet Tracer (PT), a computer-networking training simulation developed by the Cisco Networking Academy. Participants were then tested on retention of tutorial content and transfer using PT. Tutorial modality (text, narration, or narration plus text) was…
Descriptors: Narration, Multimedia Instruction, Epistemology, Undergraduate Students
Pricer, Wayne F. – Community College Enterprise, 2011
In this second installment of a two-part feature on immersive education a webliography will provide resources discussing the use of various types of computer simulations including: (a) augmented reality, (b) virtual reality programs, (c) gaming resources for teaching with technology, (d) virtual reality lab resources, (e) virtual reality standards…
Descriptors: Computer Simulation, Educational Technology, Educational Games, Academic Achievement
Parsons, Sarah; Cobb, Sue – European Journal of Special Needs Education, 2011
In the past decade there has been a rapid advance in the use of virtual reality (VR) technologies for leisure, training and education. VR is argued to offer particular benefits for children on the autism spectrum, chiefly because it can offer simulations of authentic real-world situations in a carefully controlled and safe environment. Given the…
Descriptors: Computer Simulation, Autism, Pervasive Developmental Disorders, Technology Uses in Education
Plumert, Jodie M.; Kearney, Joseph K.; Cremer, James F.; Recker, Kara M.; Strutt, Jonathan – Journal of Experimental Child Psychology, 2011
This investigation examined short-term changes in child and adult cyclists' gap decisions and movement timing in response to general and specific road-crossing experiences. Children (10- and 12-year-olds) and adults rode a bicycle through a virtual environment with 12 intersections. Participants faced continuous cross traffic and waited for gaps…
Descriptors: Physical Activities, Traffic Safety, Reaction Time, Children
Safar, Ammar H.; Al-Jafar, Ali A.; Al-Yousefi, Zainab H. – EURASIA Journal of Mathematics, Science & Technology Education, 2017
This experimental research study scrutinized the effectiveness of using augmented reality (AR) applications (apps) as a teaching and learning tool when instructing kindergarten children in the English alphabet in the State of Kuwait. The study compared two groups: (a) experimental, taught using AR apps, and (b) control, taught using traditional…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Computer Oriented Programs
Bastiaens, Theo, Ed. – Association for the Advancement of Computing in Education, 2017
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "E-Learn 2017: World Conference on E-Learning" took place in…
Descriptors: Electronic Learning, Conferences (Gatherings), Conference Papers, Foreign Countries
Mulvihill, Thalia M.; Swaminathan, Raji – Journal of Educational Technology, 2012
The purpose of this article is to analyze the perspectives of doctoral students on creativity and learning in the virtual environment. The researchers investigated the following central research question: to what extent is creative thinking fostered in virtual environments? In addition, the paper also examined how creativity is practiced in…
Descriptors: Graduate Students, Student Attitudes, Creativity, Creative Thinking
Kline, Joel – ProQuest LLC, 2012
An understanding of the impact of user avatar alteration in relation to social presence is needed to fully realize the potential of Second Life for higher education usages, which the research literature reveals as an environment that provides increased social presence. Prior studies focused primarily on the impact of system design attributes on…
Descriptors: Virtual Classrooms, Computer Simulation, Higher Education, Online Courses
Punch, Raymond J. – ProQuest LLC, 2012
The purpose of the quantitative regression study was to explore and to identify relationships between attitudes toward use and perceptions of value of computer-based simulation programs, of college instructors, toward computer based simulation programs. A relationship has been reported between attitudes toward use and perceptions of the value of…
Descriptors: College Faculty, Teacher Attitudes, Computer Simulation, Regression (Statistics)
Myers, Rodney Dean – ProQuest LLC, 2012
In order for simulations and games to be effective for learning, instructional designers must verify that the underlying computational models being used have an appropriate degree of fidelity to the conceptual models of their real-world counterparts. A simulation/game that provides incorrect feedback is likely to promote misunderstanding and…
Descriptors: Simulation, Teaching Methods, Interaction, Computer Games
Lee, Yoonhee Naseef – ProQuest LLC, 2012
The goal of this research was to understand the different kinds of learning that take place in "Mod The Sims" (MTS), an online "Sims" gaming community. The study aimed to explore users' experiences and to understand learning practices that are not commonly observed in formal educational settings. To achieve this goal, the…
Descriptors: Computer Games, Learning, Literacy, Computer Simulation
Quale, Andreas – Physics Education, 2012
In the teaching of physics at upper secondary school level (K10-K12), the students are generally taught to solve problems analytically, i.e. using the dynamics describing a system (typically in the form of differential equations) to compute its evolution in time, e.g. the motion of a body along a straight line or in a plane. This reduces the scope…
Descriptors: Physics, Spreadsheets, Teaching Methods, Equations (Mathematics)

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