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Chen, Shu-Ying; Lei, Pui-Wa – Applied Psychological Measurement, 2005
This article proposes an item exposure control method, which is the extension of the Sympson and Hetter procedure and can provide item exposure control at both the item and test levels. Item exposure rate and test overlap rate are two indices commonly used to track item exposure in computerized adaptive tests. By considering both indices, item…
Descriptors: Computer Assisted Testing, Test Items, Computer Simulation, Evaluation Criteria
Sese, Albert; Palmer, Alfonso L.; Montano, Juan J. – International Journal of Testing, 2004
The study of measurement models in psychometrics by means of dimensionality reduction techniques such as Principal Components Analysis (PCA) is a very common practice. In recent times, an upsurge of interest in the study of artificial neural networks apt to computing a principal component extraction has been observed. Despite this interest, the…
Descriptors: Psychometrics, Computer Simulation, Models, Comparative Analysis
Clancy, Tamera A.; Rucklidge, Julia J.; Owen, Dean – Journal of Clinical Child and Adolescent Psychology, 2006
This study investigated the potential accident-proneness of adolescents with attention deficit hyperactivity disorder (ADHD) in a hazardous road-crossing environment. An immersive virtual reality traffic gap-choice task was used to determine whether ADHD adolescents show more unsafe road-crossing behavior than controls. Participants (ages 13 to…
Descriptors: Adolescents, Attention Deficit Disorders, Comparative Analysis, Traffic Safety
Johnston, Michael R.; Hayes, Linda J. – Journal of Organizational Behavior Management, 2005
A need exists for a controlled examination of the variables that may affect the results of a behavior-based safety program. These include the rate of risky behaviors and how they relate to a contingent bonus payout (Experiment 1), and the relative amounts of honesty in injury reporting and rule following (Experiment 2). A simple task consisting of…
Descriptors: Computer Simulation, Injuries, Safety Education, Behavior Patterns
Mihas, Pavlos – Physics Education, 2003
The motion of a magnet through a coil is analysed through a model of magnetic monopoles. The magnetic flux of a monopole passing through a loop is explained and also its rate of change. By a superposition of voltages produced by the monopoles on the coils the shape of the voltage versus time graph is explained. Also examined is the interaction of…
Descriptors: Computer Simulation, Energy, Magnets, Computer Software
Warren, Scott J.; Jones, Greg – Journal of Educational Technology, 2008
There are several major challenges for instructional designers seeking to design learning games. These include the lack of access, the cost of rapidly advancing/expensive technology tools that make developing games uneconomical, the institutional time constraints limiting game use, and the concerns that schools lack sufficiently robust computer…
Descriptors: Games, Design, Educational Technology, Computer Games
Abdullah, Sopiah; Shariff, Adilah – EURASIA Journal of Mathematics, Science & Technology Education, 2008
The purpose of the study was to investigate the effects of inquiry-based computer simulation with heterogeneous-ability cooperative learning (HACL) and inquiry-based computer simulation with friendship cooperative learning (FCL) on (a) scientific reasoning (SR) and (b) conceptual understanding (CU) among Form Four students in Malaysian Smart…
Descriptors: Computer Simulation, Cooperative Learning, Teaching Methods, Scientific Principles
Nadolski, Rob J.; Hummel, Hans G. K.; van den Brink, Henk J.; Hoefakker, Ruud E.; Slootmaker, Aad; Kurvers, Hub J.; Storm, Jeroen – Simulation & Gaming, 2008
Societal changes demand educators to apply new pedagogical approaches. Many educational stakeholders feel that serious games could play a key role in fulfilling this demand, and they lick their chops when looking at the booming industry of leisure games. However, current toolkits for developing leisure games show severe shortcomings when applied…
Descriptors: Higher Education, Educational Games, Learning Modules, Courseware
Virvou, Maria; Katsionis, George – Computers & Education, 2008
Educational software games aim at increasing the students' motivation and engagement while they learn. However, if software games are targeted to school classrooms they have to be usable and likeable by all students. Usability of virtual reality games may be a problem because these games tend to have complex user interfaces so that they are more…
Descriptors: Educational Games, Computers, Computer Software, Computer Simulation
Mabrito, Mark; Medley, Rebecca – Innovate: Journal of Online Education, 2008
One way of better understanding Net-Generation learners is to examine the texts they create on online social networking, blogging, and image sites as well as in virtual worlds. Mark Mabrito and Rebecca Medley explore the nature of Net-Generation texts as a reflection of the cognitive differences between this generation's students and their older…
Descriptors: Perspective Taking, Content Analysis, Computer Mediated Communication, Social Networks
The Impact of Learner's Prior Knowledge on Their Use of Chemistry Computer Simulations: A Case Study
Liu, Han-Chin; Andre, Thomas; Greenbowe, Thomas – Journal of Science Education and Technology, 2008
It is complicated to design a computer simulation that adapts to students with different characteristics. This study documented cases that show how college students' prior chemistry knowledge level affected their interaction with peers and their approach to solving problems with the use of computer simulations that were designed to learn…
Descriptors: Science Instruction, Individual Differences, Knowledge Level, Prior Learning
Esponda-Arguero, Margarita – Journal of Educational Computing Research, 2008
This article is a review of the pedagogical experience obtained with systems for algorithmic animation. Algorithms consist of a sequence of operations whose effect on data structures can be visualized using a computer. Students learn algorithms by stepping the animation through the different individual operations, possibly reversing their effect.…
Descriptors: Animation, Teaching Methods, Electronic Learning, Educational Technology
Good, Judith; Howland, Katherine; Thackray, Liz – ALT-J: Research in Learning Technology, 2008
There is a growing use of immersive virtual environments for educational purposes. However, much of this activity is not yet documented in the public domain, or is descriptive rather than analytical. This paper presents a case study in which university students were tasked with building an interactive learning experience using Second Life as a…
Descriptors: Problem Based Learning, Virtual Classrooms, Learning Experience, Internet
Ting, Choo-Yee; Phon-Amnuaisuk, Somnuk; Chong, Yen-Kuan – Educational Technology & Society, 2008
This article aims at discussing how Dynamic Decision Network (DDN) can be employed to tackle the challenges in modeling temporally variable scientific inquiry skills and provision of adaptive pedagogical interventions in INQPRO, a scientific inquiry exploratory learning environment for learning O'level Physics. We begin with an overview of INQPRO…
Descriptors: Discovery Learning, Educational Environment, Science Instruction, Inquiry
Mildenhall, Paula; Swan, Paul; Northcote, Maria; Marshall, Linda – Australian Primary Mathematics Classroom, 2008
As part of the project titled "Hands-On Heads-On: The Effective Use of Manipulatives Both Virtual and Physical" being undertaken at Edith Cowan University, there was an investigation into the use of virtual manipulatives and the interactive whiteboard (IWB). Virtual manipulatives may be defined as a virtual representation of a physical…
Descriptors: Investigations, Mathematical Concepts, Manipulative Materials, Educational Technology

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