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Weigend, Michael – Informatics in Education, 2014
Scientific issues like the behavior of wild and domesticated animals can serve as a motivation to learn programming concepts. Instead of following a systematic introduction, the students directly dive into programming and start immediately with their projects. In this constructionist approach the educational challenge for the teacher is to provide…
Descriptors: Scaffolding (Teaching Technique), Science Instruction, Student Projects, Programming
Alnaizy, Raafat; Abdel-Jabbar, Nabil; Ibrahim, Taleb H.; Husseini, Ghaleb A. – Chemical Engineering Education, 2014
Introductions of computer-aided software and simulators are implemented during the sophomore-year of the chemical engineering (ChE) curriculum at the American University of Sharjah (AUS). Our faculty concurs that software integration within the curriculum is beneficial to our students, as evidenced by the positive feedback received from industry…
Descriptors: Computer Software, Computer Simulation, College Science, Chemical Engineering
Marsh, Jackie – Journal of Research in Reading, 2014
This paper reports on a study of the purposes for literacy discernible in young children's use of the virtual world, "Club Penguin." Twenty-six children aged between 5 and 11 took part in semi-structured interviews in which their use of virtual worlds was explored. Further, three 11-year-old children were filmed using "Club…
Descriptors: Literacy Education, Educational Technology, Clubs, Semi Structured Interviews
Perry, Judy; Klopfer, Eric – Computers in the Schools, 2014
The integration of learning games into schools holds significant promise, yet faces numerous obstacles. Ubiquitous games (casual games for smart phones) attempt to motivate students to engage repeatedly with content beyond school, while enabling teachers to facilitate deeper reflection on game-related curricula during class. During a two-year…
Descriptors: Educational Games, Handheld Devices, Electronic Learning, Biology
Pellas, Nikolaos – International Journal of Learning and Change, 2014
Nowadays, the dissemination and exploitation of three-dimensional (3D) multi-user virtual worlds in higher education have been disclosed from their widespread acceptance as candidate learning platforms. However, it is still lacking a theoretical cybernetic macro-script to elaborate the coordination of multiple complex interactions among…
Descriptors: Cybernetics, Organizational Development, Scripts, Computer Assisted Instruction
Kantisa, Piyapan; Sitthitikul, Pragasit – PASAA: Journal of Language Teaching and Learning in Thailand, 2018
This article aims to provide an extensive review of web-based instruction (WBI), implemented within the realm of English language teaching (ELT). WBI is a teaching method that utilizes computer technology to promote learning experiences by leveraging the internet and web applications. It is suggested that educators carefully consider the related…
Descriptors: Web Based Instruction, Teaching Methods, English (Second Language), Second Language Learning
Jacobson, Jeffery – International Journal of Virtual and Personal Learning Environments, 2013
In previous publications, the author reported that students learned about Egyptian architecture and society by playing an educational game based on a virtual representation of a temple. Students played the game in a digital dome or on a standard desktop computer, and (each) then recorded a video tour of the temple. Those who had used the dome…
Descriptors: Educational Games, Computer Games, Video Technology, Visual Aids
Pasco, Denis – Quest, 2013
In recent years, virtual reality technology has been successfully used for learning purposes. The purposes of the article are to examine current research on the role of virtual reality in physical activity settings and discuss potential application of using virtual reality technology to enhance learning in physical education. The article starts…
Descriptors: Computer Simulation, Physical Activities, Physical Education, Concept Formation
Zabunov, Svetoslav S. – European Journal of Physics Education, 2013
The current paper aims at presenting a modern e-learning method and tool that is utilized in teaching physics in the universities. An online stereo 3D simulation is used for e-learning mechanics and specifically the teaching of spherical pendulum as part of the General Physics course for students in the universities. This approach was realized on…
Descriptors: Electronic Learning, Computer Simulation, College Science, Science Instruction
Kara, Nuri; Aydin, Cansu Cigdem; Cagiltay, Kursat – Educational Technology & Society, 2013
This paper introduces StoryTech, a smart storytelling toy that features a virtual space, which includes computer-based graphics and characters, and a real space, which includes plush toys, background cards, and a communication interface. When children put real objects on the receiver panel, the computer program shows related backgrounds and…
Descriptors: Foreign Countries, Young Children, Toys, Story Telling
Mione, Sylvia; Valcke, Martin; Cornelissen, Maria – Anatomical Sciences Education, 2013
Histology stands as a major discipline in the life science curricula, and the practice of teaching it is based on theoretical didactic strategies along with practical training. Traditionally, students achieve practical competence in this subject by learning optical microscopy. Today, students can use newer information and communication…
Descriptors: Foreign Countries, Anatomy, Medical Education, Laboratory Equipment
Peng, Chengzhi – British Journal of Educational Technology, 2013
Funded by the UK JISC Institutional Innovation Programme, the Augustine House Experiment sets out to investigate how the location sensing data collected over students' uses of the iBorrow notebooks can be visualised to reveal aspects of the new learning landscape during a 1-week sensing period. Indoor real-time location sensing technologies are…
Descriptors: Educational Technology, Computer Simulation, Hypothesis Testing, Data Collection
Hall, Lynne; Jones, Susan Jane; Aylett, Ruth; Hall, Marc; Tazzyman, Sarah; Paiva, Ana; Humphries, Lynne – Interactive Technology and Smart Education, 2013
Purpose: This paper aims to briefly outline the seamless evaluation approach and its application during an evaluation of ORIENT, a serious game aimed at young adults. Design/methodology/approach: In this paper, the authors detail a unobtrusive, embedded evaluation approach that occurs within the game context, adding value and entertainment to the…
Descriptors: Young Adults, Computer Games, Computer Software, Evaluation Methods
Jackson, Steven F. – Journal of Political Science Education, 2013
Simulations have received considerable attention as a tool to promote problem-solving skills, intense involvement, and high-order thinking among students. Whether semester-long exercises or a single-class session, simulations are often used in areas of conflict studies, diplomatic studies, trade disputes, electoral processes, and policy and legal…
Descriptors: Simulation, Spreadsheets, Political Science, International Trade
Kandalaft, Michelle R.; Didehbani, Nyaz; Krawczyk, Daniel C.; Allen, Tandra T.; Chapman, Sandra B. – Journal of Autism and Developmental Disorders, 2013
Few evidence-based social interventions exist for young adults with high-functioning autism, many of whom encounter significant challenges during the transition into adulthood. The current study investigated the feasibility of an engaging Virtual Reality Social Cognition Training intervention focused on enhancing social skills, social cognition,…
Descriptors: Autism, Social Cognition, Theory of Mind, Young Adults

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