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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
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
O'Brien, Joseph – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2008
"We need a clear citizens' vision of the way the Net ought to grow, a firm idea of the kind of media environment we would like to see in the future. If we do not develop such a vision for ourselves, the future will be shaped for us by large commercial and political powerholders" (Rheingold, 2000, p. 6). If the online environment is not…
Descriptors: Citizenship Education, Electronic Learning, Social Studies, Citizen Participation
Lehtonen, Miika; Page, Tom; Miloseva, Lence; Thorsteinsson, Gisli – Journal on Educational Psychology, 2008
This paper puts forward a series of theoretical underpinnings and design considerations for embodying emotional and aesthetic aspects of virtual (reality) and learning environment (VLEs) in support of ubiquitous teaching, studying and learning. The authors assert that a VLE should be considered as an interactive and sensation-producing affordances…
Descriptors: Educational Technology, Simulated Environment, Computer Simulation, Teaching Methods
Hunsaker, L. Phillip – Career Development International, 2007
Purpose: The purpose of this paper is to describe two social simulations created to assess leadership potential and train leaders to make effective decisions in turbulent environments. One is set in the novel environment of a lunar moon colony and the other is a military combat command. The research generated from these simulations for assessing…
Descriptors: Simulated Environment, Social Environment, Leadership Training, Personality Traits
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
Dutton, Catherine L. – ProQuest LLC, 2009
This qualitative research study used a phenomenological approach to examine educators' experiences in the virtual world of Second Life[TM]. The rationale for this study's focus on educators using a virtual world stems from an interest in the factors that influence educational practices in virtual worlds. The researcher conducted focus groups…
Descriptors: Constructivism (Learning), Focus Groups, Educational Practices, Teacher Attitudes
Neville, David O.; Shelton, Brett E. – Simulation & Gaming, 2010
As 3D digital game-based learning (3D-DGBL) for the teaching of literature and history gradually gains acceptance, important questions will need to be asked regarding its method of design, development, and deployment. This article offers a synthesis of contemporary pedagogical, instructional design, new media, and literary-historical theories to…
Descriptors: Curriculum Development, Social Networks, Humanities Instruction, Literature
Ray, Beverly; Coulter, Gail A. – Journal of Digital Learning in Teacher Education, 2010
This research examined the change in the perceptions of preservice teachers regarding the use of digital minigames to support middle school level social studies learning. The results of a Wilcoxon Signed Ranks Test for matched pairs revealed that participants' (N = 18) perceptions were positively modified by participation in a series of digital…
Descriptors: Preservice Teachers, Middle Schools, Elementary Education, Educational Games
Veletsianos, George; Heller, Robert; Overmyer, Scott; Procter, Mike – British Journal of Educational Technology, 2010
This paper examines the effective deployment of conversational agents in virtual worlds from the perspective of researchers/practitioners in cognitive psychology, computing science, learning technologies and engineering. From a cognitive perspective, the major challenge lies in the coordination and management of the various channels of information…
Descriptors: Cues, Engineering, Cognitive Psychology, Internet
Taborsky, Edwina – Orbit 22, 1974
This article describes the attempt of a small private school to set up a school museum. (PD)
Descriptors: Instructional Materials, Learning, Simulated Environment
Frontera, Eloi Biosca – Themes in Science and Technology Education, 2009
This article is a summary and conclusions of a field study carried out in a secondary education classroom with the aim of experimenting and observing how 13-year-old students learn the history of architecture by using complex virtual reality software. Within the framework of autonomous and active learning, students act as builders of some of the…
Descriptors: Early Adolescents, Secondary School Students, Computer Simulation, Simulated Environment
Hixon, Emily; So, Hyo-Jeong – Educational Technology & Society, 2009
The purpose of this paper is to provide a comprehensive review of how technology has been used to enhance or replace field experiences in preservice teacher preparation programs, and discuss the benefits and limitations of traditional and technology-enhanced/virtual field experience approaches. In this paper, three types of technology-enhanced…
Descriptors: Preservice Teacher Education, Preservice Teachers, Field Experience Programs, Barriers
Chase, Catherine C.; Chin, Doris B.; Oppezzo, Marily A.; Schwartz, Daniel L. – Journal of Science Education and Technology, 2009
Betty's Brain is a computer-based learning environment that capitalizes on the social aspects of learning. In Betty's Brain, students instruct a character called a Teachable Agent (TA) which can reason based on how it is taught. Two studies demonstrate the "protege effect": students make greater effort to learn for their TAs than they do…
Descriptors: Learning Activities, Student Motivation, Grade 8, Grade 5
Warren, Scott J.; Stein, Richard A.; Dondlinger, Mary Jo; Barab, Sasha A. – Journal of Educational Computing Research, 2009
The number of games, simulations, and multi-user virtual environments designed to promote learning, engagement with subject matter, or intended to contextualize learning has been steadily increasing over the past decade. While the use of these digital designs in educational settings has begun to show promise for improving learning, motivation, and…
Descriptors: Instructional Design, Virtual Classrooms, Writing Skills, Educational Games