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Franetovic, Marija – ProQuest LLC, 2012
Current educational initiatives encourage the use of authentic learning environments to realistically prepare students for jobs in a constantly changing world. Many students of the Millennial generation may be social media savvy. However, what can be said about learning conditions and student readiness for active, reflective and collaborative…
Descriptors: Educational Environment, Virtual Classrooms, Cooperative Learning, Learner Engagement
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Seals, Cheryl; Hundley, Jacqueline; Montgomery, Lacey Strange – Journal of Educational Technology, 2008
This paper describes a game design and development course. The rationale for forming this class was to use student excitement with video games as an intrinsic motivation over traditional courses. Today's students have grown up exposed to gaming, interactive environments, and vivid 3D. Computer gaming has the capacity to attract many new students…
Descriptors: Educational Games, Computer Games, Technology Uses in Education, Educational Technology
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IGI Global, 2018
The rapid growth in online and virtual learning opportunities has created culturally diverse classes and corporate training sessions. Instruction for these learning opportunities must adjust to meet participant needs. "Online Course Management: Concepts, Methodologies, Tools, and Applications" is a comprehensive reference source for the…
Descriptors: Online Courses, Electronic Learning, Distance Education, Educational Trends
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Seals, Cheryl D.; McMillian, Yolanda; Rouse, Kenneth; Agarwal, Ravikant; Johnson, Andrea Williams; Gilbert, Juan E.; Chapman, Richard – Journal of Educational Technology, 2008
This research has two thrusts of teaching object oriented programming to very young audiences and of increasing student excitement about computing applications with the long-term goal of increasing involvement in technology classes, in the use of computer applications and interest in technology careers. The goal of this work was to provide…
Descriptors: Computer Games, Educational Games, Instructional Design, Computer Science Education
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Hunter, Elizabeth M.; Jordan, Hope M. – Journal on School Educational Technology, 2009
This paper addresses both the need and benefit of using technology in our K-12 and higher education settings. It also provides suggestions and samples for application of modern technology in schools. Teachers will be challenged to advance their lessons using technology that students are already familiar with and using in their personal lives.…
Descriptors: Elementary Secondary Education, Educational Technology, Technology Uses in Education, Interactive Video
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Pearson, James – Journal of Correctional Education, 1988
Proposes that the study of economics be included in educational programs in correctional institutions. Describes the use of the Junior Achievement Program as a vehicle for incorporating economics in the Adult Performance Level course and points out the viable inclusion of computer games. (JOW)
Descriptors: Adult Education, Computer Games, Correctional Education, Economics Education
Gillespie, Thom – TECHNOS, 1999
Explains a phronisterion as a thinking place named for an idea from Socrates and describes a conference based on that idea that discussed the development of computer games. Topics include the scientific-cultural divide; interactive storytelling; online reading; and the relationship of interactive fiction with computer games. (LRW)
Descriptors: Computer Games, Conferences, Science and Society, Story Telling
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Rapeepisarn, Kowit; Wong, Kok Wai; Fung, Chun Che; Khine, Myint Swe – Journal of Educational Technology, 2008
When designing Educational Computer Games, designers usually consider target age, interactivity, interface and other related issues. They rarely explore the genres which should employ into one type of educational game. Recently, some digital game-based researchers made attempt to combine game genre with learning theory. Different researchers use…
Descriptors: Computer Games, Undergraduate Students, Instructional Design, Instructional Effectiveness
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Foreman, Nigel – Themes in Science and Technology Education, 2009
The benefits of using virtual environments (VEs) in psychology arise from the fact that movements in virtual space, and accompanying perceptual changes, are treated by the brain in much the same way as those in equivalent real space. The research benefits of using VEs, in areas of psychology such as spatial learning and cognition, include…
Descriptors: Technology Uses in Education, Educational Technology, Simulated Environment, Computer Simulation
Johnson, L.; Adams Becker, S.; Cummins, M.; Freeman, A.; Ifenthaler, D.; Vardaxis, N. – New Media Consortium, 2013
The "Technology Outlook Australian Tertiary Education 2013-2018: An NMC Horizon Project Regional Analysis" reflects a collaborative research effort between the New Media Consortium (NMC) and Open Universities Australia to help inform Australian educational leaders about significant developments in technologies supporting teaching,…
Descriptors: Foreign Countries, Educational Policy, Higher Education, Consortia
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Yeo, Gee Kin – Simulation & Gaming, 1991
Discussion of computerized simulation games focuses on the organization and use of data dictionaries to support more flexible development and maintenance of game administration systems and participants' decision support systems. The roles of game designers, game administrators, and game participants are discussed. (12 references) (LRW)
Descriptors: Computer Games, Computer System Design, Databases, Decision Support Systems
Project Tomorrow, 2012
For the past nine years, the Speak Up National Research Project has endeavored to stimulate new discussions around how technology tools and services can transform education and to provide a context to help educators, parents, and policy and business leaders think beyond today and envision tomorrow. In last year's report, "The New 3E's of…
Descriptors: Internet, Stakeholders, Learner Controlled Instruction, Computer Use
Tobias, Sigmund, Ed.; Fletcher, J. D., Ed. – IAP - Information Age Publishing, Inc., 2011
There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games,…
Descriptors: Evidence, Constructivism (Learning), Play, Video Games
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Yelland, Nicola – Early Child Development and Care, 1995
Explored performance and strategies of children on three sets of LOGO tasks in which they copied a given LOGO figure and directed the turtle to a destination. Found that when the copy task preceded the track task, there were no significant performance differences in accuracy or efficiency of moves to reach the path's end, in contrast to reverse…
Descriptors: Computer Games, Context Effect, Performance Factors, Primary Education
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Haier, Richard J.; And Others – Intelligence, 1992
A study of eight normal right-handed men demonstrates widespread significant decreases in brain glucose metabolic rate (GMR) following learning a complex computer task, a computer game. Correlations between magnitude of GMR change and intelligence scores are also demonstrated. (SLD)
Descriptors: Adults, Change, Cognitive Processes, Computer Games
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