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Geissler, Jason; Knott, Patrick J.; Vazquez, Matthew R.; Wright, John R., Jr. – Technology Teacher, 2004
Robots make a wonderful context for teaching students about many concepts important to technological literacy. They can provide an authentic context and produce high levels of motivation. According to Standards for Technological Literacy: Content for the Study of Technology (STL) (ITEA, 2000, 2002), there are six core concepts that should be…
Descriptors: Robotics, Computer Simulation, Computer Software, Technological Literacy
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Seth, Abhishek; Smith, Shana S.-F. – Journal of Technology Studies, 2004
Virtual reality (VR), as an emerging visualization technology, has introduced an unprecedented communication method for collaborative design. VR refers to an immersive, interactive, multisensory, viewer-centered, 3D computer-generated environment and the combination of technologies required to build such an environment. This article introduces the…
Descriptors: Computer Simulation, Computer Assisted Design, Computers, Cooperation
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Ahmed, Iftikhar; Sadeq, Muhammad Jafar – British Journal of Educational Technology, 2006
Current distance learning systems are increasingly packing highly data-intensive contents on servers, resulting in the congestion of network and server resources at peak service times. A distributed learning system based on faded information field (FIF) architecture that employs mobile agents (MAs) has been proposed and simulated in this work. The…
Descriptors: Distance Education, Computer Simulation, Web Based Instruction, Computer Assisted Instruction
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Hunter, Iain – Research Quarterly for Exercise and Sport, 2005
In track and field, gravity and air resistance act on the hammer after it has been released. Both of these forces depend on altitude and latitude. In addition, air resistance also depends on wind, temperature, humidity, and barometric pressure. Often, air resistance and varying gravity throughout the earth are not considered when throwing…
Descriptors: Track and Field, Computer Simulation, Physics, Scientific Concepts
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Cubukcu, Ebru; Nasar, Jack L. – Environment and Behavior, 2005
This study used a desktop virtual environmental simulation of 18 large-scale residential environments to test effects of plan layout complexity, physical differentiation, and gender on acquired spatial knowledge. One hundred sixty people (95 males and 65 females) were assigned at random to the different conditions. After a learning phase,…
Descriptors: Gender Differences, Computer Simulation, Age Differences, Spatial Ability
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Treiman, Rebecca; Kessler, Brett; Bick, Suzanne – Cognition, 2003
In two experiments, we found that college students' pronunciations of vowels in nonwords are influenced both by preceding and following consonants. The predominance of rimes in previous studies of reading does not appear to arise because readers are unable to pick up associations that cross the onset-rime boundary, but rather because English has…
Descriptors: Vowels, Computer Simulation, Pronunciation, Comparative Analysis
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Klatzky, Roberta L.; Marston, James R.; Giudice, Nicholas A.; Golledge, Reginald G.; Loomis, Jack M. – Journal of Experimental Psychology: Applied, 2006
A vibrotactile N-back task was used to generate cognitive load while participants were guided along virtual paths without vision. As participants stepped in place, they moved along a virtual path of linear segments. Information was provided en route about the direction of the next turning point, by spatial language ("left," "right," or "straight")…
Descriptors: Vision, Navigation, Physical Activities, Cognitive Processes
Jeffrey Dale Mather – ProQuest LLC, 2003
This dissertation presents information gathered and analyzed through an electronic internet-based Delphi Survey process. The purpose of this study is to identify a consensus of factors that might forecast the future effects of Rapid Prototyping (RP) technology on engineering design education when used for the purpose of overcoming the limitations…
Descriptors: Engineering Education, Computer Assisted Design, Computer Simulation, Visualization
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Mathews, James M. – English Teaching: Practice and Critique, 2010
The article presents a brief overview of the Neighbourhood Game Design Project, a studio-based curriculum intervention aimed at engaging students in the design of place-based mobile games and interactive stories using geo-locative technologies (for example, GPS enabled cell phones). It describes the three curricular components that defined the…
Descriptors: Curriculum Development, Teaching Methods, Design, Curriculum Implementation
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Ketelhut, Diane Jass; Nelson, Brian C.; Clarke, Jody; Dede, Chris – British Journal of Educational Technology, 2010
This study investigated novel pedagogies for helping teachers infuse inquiry into a standards-based science curriculum. Using a multi-user virtual environment (MUVE) as a pedagogical vehicle, teams of middle-school students collaboratively solved problems around disease in a virtual town called River City. The students interacted with "avatars" of…
Descriptors: Urban Areas, Virtual Classrooms, Science Education, Science Curriculum
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Turinsky, Andrei L.; Fanea, Elena; Trinh, Quang; Wat, Stephen; Hallgrimsson, Benedikt; Dong, Xiaoli; Shu, Xueling; Stromer, Julie N.; Hill, Jonathan W.; Edwards, Carol; Grosenick, Brenda; Yajima, Masumi; Sensen, Christoph W. – Anatomical Sciences Education, 2008
The authors have created a software system called the CAVEman, for the visual integration and exploration of heterogeneous anatomical and biomedical data. The CAVEman can be applied for both education and research tasks. The main component of the system is a three-dimensional digital atlas of the adult male human anatomy, structured according to…
Descriptors: Workstations, Computer Software, Computers, Biomedicine
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Wall, John; Ahmed, Vian – Computers & Education, 2008
Continuing professional development (CPD) and life-long learning are vital to both individual and organisational success. For higher education, the intensive resource requirements requisite in the development of e-learning content and the challenges in accommodating different learning styles, developing an e-learning program can be a resource…
Descriptors: Educational Games, Construction Industry, Lifelong Learning, Foreign Countries
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Dani, Danielle E.; Koenig, Kathleen M. – Theory Into Practice, 2008
Current reforms in science education call for the integration of digital technologies into science teaching, advocating that students learn science content and processes through technology. In this article, we provide practical examples, situated within the literature, of how digital technologies can be used to support the development and…
Descriptors: Educational Change, Science Education, Internet, Technology Integration
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Nelson, Brian C.; Ketelhut, Diane Jass – International Journal of Computer-Supported Collaborative Learning, 2008
In this paper, we present the results of an exploratory study into the relationship between student self-efficacy and guidance use in a Multi-User Virtual Environment (MUVE) science curriculum project. We describe findings from a sample of middle school science students on the combined impact on learning of student self-efficacy in scientific…
Descriptors: Self Efficacy, Guidance, Science Curriculum, Science Instruction
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Stern, Luli; Barnea, Nitza; Shauli, Sofia – Journal of Science Education and Technology, 2008
The objective of this study was to evaluate the effect of a dynamic software simulation on the understanding of the kinetic molecular theory by 7th graders. Students in the control group (n = 62) studied a curricular unit that addressed the differences in arrangement and motion of molecules in the three phases of matter. The experimental group (n…
Descriptors: Kinetics, Computer Software, Grade 7, Gender Differences
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