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Vernadakis, Nikolaos; Gioftsidou, Asimenia; Antoniou, Panagiotis; Ioannidis, Dionysis; Giannousi, Maria – Computers & Education, 2012
The purpose of this study was to determine whether there is a difference between an exergame-based and a traditional balance training program, in undergraduate Physical Education students. Thirty two third-year undergraduate students at the Democritus University of Thrace were randomly divided into two training program groups of 16 students each,…
Descriptors: Foreign Countries, Undergraduate Students, Physical Education, Exercise
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Kok, Ayse – Journal of Educational Technology, 2009
The System Dynamics approach can be seen as a new way of understanding dynamical phenonema (natural, physical, biological, etc.) that occur in our daily lives taking into consideration not only single pairs of cause-effect variables, but the functioning of the system as a whole. This approach also provides the students with a new understanding in…
Descriptors: Educational Technology, Technology Uses in Education, Systems Approach, Simulation
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Jennings, Susan Evans – Business Communication Quarterly, 2010
Business communication educators need to realize that as technology changes and evolves, they must also change and evolve their teaching methods and content. Cell phones, email, blogs, wikis, and text messaging are just a few examples of business communication technologies that not so long ago were viewed as entertainment for teens or techies, but…
Descriptors: Web Sites, Business Communication, Assignments, Undergraduate Study
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Barnett, Joshua H.; Archambault, Leanna – TechTrends: Linking Research and Practice to Improve Learning, 2010
Games have always been a part of the human experience. Even the earliest of civilizations created games for enjoyment and entertainment. However, the educational value of those games is a relatively recent consideration. Over the previous fifty years, scholars have questioned the potential positive lessons learned from games such as Monopoly[R],…
Descriptors: Economics, Theories, Instructional Effectiveness, Computer Simulation
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Ertmer, Peggy A.; Strobel, Johannes; Cheng, Xi; Chen, Xiaojun; Kim, Hannah; Olesova, Larissa; Sadaf, Ayesha; Tomory, Annette – Journal of Computing in Higher Education, 2010
The development of critical thinking is crucial in professional education to augment the capabilities of pre-professional students. One method for enhancing critical thinking is participation in role-playing simulation-based scenarios where students work together to resolve a potentially real situation. In this study, undergraduate nursing…
Descriptors: Nursing Students, Nurses, Critical Thinking, Professional Education
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Wang, Airong; Deutschmann, Mats; Steinvall, Anders – JALT CALL Journal, 2013
The aim of the present study is to examine factors affecting participation in telecollaborative language courses conducted in virtual world environments. From recordings of a course in sociolinguistics conducted in Second Life (SL), we determine degrees of linguistic participation (voice and chat), and triangulate these data with questionnaire…
Descriptors: Second Language Instruction, Telecommunications, Simulated Environment, Sociolinguistics
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Rupp, Andre A.; Levy, Roy; Dicerbo, Kristen E.; Sweet, Shauna J.; Crawford, Aaron V.; Calico, Tiago; Benson, Martin; Fay, Derek; Kunze, Katie L.; Mislevy, Robert J.; Behrens, John T. – Journal of Educational Data Mining, 2012
In this paper we describe the development and refinement of "evidence rules" and "measurement models" within the "evidence model" of the "evidence-centered design" (ECD) framework in the context of the "Packet Tracer" digital learning environment of the "Cisco Networking Academy." Using…
Descriptors: Computer Networks, Evidence Based Practice, Design, Instructional Design
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Wiemeyer, Josef; Schneider, Philipp – International Journal of Game-Based Learning, 2012
Considering the wide use of Serious Games in application fields like cognitive learning, health education and rehabilitation and the recent developments of sensor and interface technology it is surprising that applications to motor learning in sport are rare. The aim of this study is to examine whether a specific learning effect can be elicited by…
Descriptors: Psychomotor Skills, Motor Development, Educational Games, Teaching Methods
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Belghith, K.; Nkambou, R.; Kabanza, F.; Hartman, L. – IEEE Transactions on Learning Technologies, 2012
Roman Tutor is a tutoring system that uses sophisticated domain knowledge to monitor the progress of students and advise them while they are learning how to operate a space telerobotic system. It is intended to help train operators of the Space Station Remote Manipulator System (SSRMS) including astronauts, operators involved in ground-based…
Descriptors: Foreign Countries, Computer Uses in Education, Instructional Materials, Space Exploration
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Folkestad, James; O'Shea, Patrick – Journal on School Educational Technology, 2011
This paper describes the results of a qualitative analysis of video captured during a dual indoor/outdoor Augmented Reality experience. Augmented Reality is the layering of virtual information on top of the physical world. This Augmented Reality experience asked students to interact with the San Diego Museum of Art and the Botanical Gardens in San…
Descriptors: Qualitative Research, Simulated Environment, Educational Games, Recreational Facilities
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Kapralos, Bill; Hogan, Michelle; Pribetic, Antonin I.; Dubrowski, Adam – Interactive Technology and Smart Education, 2011
Purpose: Gaming and interactive virtual simulation environments support a learner-centered educational model allowing learners to work through problems acquiring knowledge through an active, experiential learning approach. To develop effective virtual simulations and serious games, the views and perceptions of learners and educators must be…
Descriptors: Foreign Countries, Experiential Learning, Laptop Computers, Educational Technology
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Rogers, Luke – British Journal of Educational Technology, 2011
Computer-based clinical simulations are a powerful teaching and learning tool because of their ability to expand healthcare students' clinical experience by providing practice-based learning. Despite the benefits of traditional computer-based clinical simulations, there are significant issues that arise when incorporating them into a flexible,…
Descriptors: Feedback (Response), Nursing Students, Learning Strategies, Social Structure
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DeLeon, Abraham P. – Theory and Research in Social Education, 2008
Reflective educators try to devise ways to make classroom learning more experiential and engaging for their students. Simulations allow students to experience situations they might face outside of the classroom. Advocates of simulations purport that they are one of the most effective ways of teaching new concepts and ideas because they allow for…
Descriptors: Ideology, Social Studies, Teaching Methods, Reflective Teaching
Merchant, Zahira – Online Submission, 2010
The purpose of the observational study was to investigate whether spaces in Second Life (SL) displaying interactive scientific exhibits can become potential avenues to promote inquiry in teaching scientific concepts. 42 SL spaces (islands) were selected using inclusion/exclusion criteria out of 155 spaces that were found using three different…
Descriptors: Scientific Concepts, Exhibits, Science Education, Computer Simulation
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Fowler, Sandra M.; Pusch, Margaret D. – Simulation & Gaming, 2010
Intercultural simulations are instructional activities that engage and challenge participants with experiences integral to encounters between people of more than one cultural group. Simulations designed specifically to support intercultural encounters have been in use since the 1970s. This article examines the conceptual bases for intercultural…
Descriptors: Educational Games, Simulation, Cultural Pluralism, Intercultural Communication
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