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Scoresby, Jon M. – ProQuest LLC, 2011
The objective of this study was to investigate the effects on a student's metacognition, reflection, and learning in a specifically designed educational simulation supported by unique technology. The simulation allows players' actions to be recorded for the purpose of review to identify mistakes. The simulation also allows students to start at and…
Descriptors: Metacognition, Computer Simulation, Computer Assisted Instruction, Reflection
Kelly, Valerie Hunter – ProQuest LLC, 2011
Virtual environments, virtual worlds, simulations, 3D models are loaded with potential, promise, and problems. While learning in virtual settings is still being researched, instructional designers are challenged as to which instructional design practices are best suited for virtual environments (VEs). The problem is there is a lack of a conceptual…
Descriptors: Instructional Design, Virtual Classrooms, Humanities, Computer Simulation
O'Reilly, Daniel J. – ProQuest LLC, 2011
This study examined the capability of computer simulation as a tool for assessing the strategic competency of emergency department nurses as they responded to authentically computer simulated biohazard-exposed patient case studies. Thirty registered nurses from a large, urban hospital completed a series of computer-simulated case studies of…
Descriptors: Computer Simulation, Physicians, Nurses, Patients
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Schonbrodt, Felix D.; Asendorpf, Jens B. – Psychological Assessment, 2011
Computer games are advocated as a promising tool bridging the gap between the controllability of a lab experiment and the mundane realism of a field experiment. At the same time, many authors stress the importance of observing real behavior instead of asking participants about possible or intended behaviors. In this article, the authors introduce…
Descriptors: Psychological Evaluation, Games, Computer Simulation, Simulated Environment
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Jouriles, Ernest N.; Rowe, Lorelei Simpson; McDonald, Renee; Platt, Cora G.; Gomez, Gabriella S. – Behavior Therapy, 2011
This study evaluated the validity of a role-play procedure that uses virtual reality technology to assess women's responses to sexual threat. Forty-eight female undergraduate students were randomly assigned to either a standard, face-to-face role-play (RP) or a virtual role-play (VRP) of a sexually coercive situation. A multimethod assessment…
Descriptors: Undergraduate Students, Role Playing, Females, Computer Simulation
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Ribaric, Samo; Kordas, Marjan – Advances in Physiology Education, 2011
Here, we report on a new tool for teaching cardiovascular physiology and pathophysiology that promotes qualitative as well as quantitative thinking about time-dependent physiological phenomena. Quantification of steady and presteady-state (transient) cardiovascular phenomena is traditionally done by differential equations, but this is time…
Descriptors: Physiology, Electronics, Active Learning, Computer Simulation
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Hovardas, Tasos; Korfiatis, Konstantinos – Science & Education, 2011
The "Balance of Nature" metaphor is a pervasive idea in ecology. However, the scientific community acknowledged during the last decades that equilibrium conditions are rare, while disturbance events are not uncommon. We suggest that the exclusive teaching of the "Balance of Nature" metaphor produces cultural, scientific and learning misconceptions…
Descriptors: Intervention, Environmental Education, Figurative Language, Ecology
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Luh, Wei-Ming; Guo, Jiin-Huarng – Journal of Experimental Education, 2011
Sample size determination is an important issue in planning research. In the context of one-way fixed-effect analysis of variance, the conventional sample size formula cannot be applied for the heterogeneous variance cases. This study discusses the sample size requirement for the Welch test in the one-way fixed-effect analysis of variance with…
Descriptors: Sample Size, Monte Carlo Methods, Statistical Analysis, Heterogeneous Grouping
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Wang, Tsung Juang – Teaching in Higher Education, 2011
Virtual world technology is now being incorporated into various higher education programs, often with enthusiastic claims about the improvement of students' abilities to experience learning problems and tasks in computer-mediated virtual reality through the use of computer-generated personal agents or avatars. The interactivity of the avatars with…
Descriptors: Constructivism (Learning), Learning Problems, Computer Simulation, Scoring Formulas
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Dong, Andy; Sarkar, Somwrita – Journal of Creative Behavior, 2011
This paper argues that design fixation, in part, entails fixation at the level of meta-representation, the representation of the relation between a representation and its reference. In this paper, we present a mathematical model that mimics the idea of how fixation can occur at the meta-representation level. In this model, new abstract concepts…
Descriptors: Mathematical Models, Computer Simulation, College Faculty, Design
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Morton, William; Uhomoibhi, James – Campus-Wide Information Systems, 2011
Purpose: This paper aims to report on the design and implementation of an e-laboratory for enhanced science, technology and engineering education studies. Design/methodology/approach: The paper assesses a computer-based e-laboratory, designed for new entrants to science, technology and engineering programmes of study in further and higher…
Descriptors: Laboratories, Laboratory Experiments, STEM Education, Computer Simulation
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Güroglu, Berna; Will, Geert-Jan; Klapwijk, Eduard T. – International Journal of Developmental Science, 2013
The current study presents a novel experimental design to examine how "real-life" peer relationships modulate altruistic punishment of bullies and compensation of victims after "observed" ostracism. Twenty-four participants (age 20) were invited to an experimental session in groups of three classmates and two unfamiliar peers,…
Descriptors: Altruism, Bullying, Computer Games, Computer Simulation
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Adamo-Villani, Nicoletta; Dib, Hazar – Journal of Educational Technology Systems, 2013
The article discusses current evaluation methodologies used to assess the usability, user enjoyment, and pedagogical efficacy of virtual learning environments (VLEs) and serious games. It also describes the evaluations of two recently developed projects: a virtual learning environment that employs a fantasy 3D world to engage deaf and hearing…
Descriptors: Program Evaluation, Educational Technology, Evaluation Methods, Usability
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Savin-Baden, Maggi; Tombs, Gemma; Burden, David; Wood, Clare – International Journal of Mobile and Blended Learning, 2013
This paper presents findings of a pilot study which used pedagogical agents to examine disclosure in educational settings. The study used responsive evaluation to explore how use of pedagogical agents might affect students' truthfulness and disclosure by asking them to respond to a lifestyle choices survey delivered by a web-based pedagogical…
Descriptors: Self Disclosure (Individuals), Computer Simulation, Animation, Ethics
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Özmen, Fatma – Eurasian Journal of Educational Research, 2013
Problem Statement: In our era, to generate innovative and strategic knowledge and use it to produce new products and services bears the utmost importance in terms of providing improvement, innovation, and thus competitiveness for organizations. Higher education institutions are considered prominent organizations leading the change for innovation…
Descriptors: Communities of Practice, Barriers, Educational Innovation, Higher Education
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