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Lahav, Orly; Schloerb, David W.; Kumar, Siddarth; Srinivasan, Mandayam A. – Journal of Special Education Technology, 2011
Most of the spatial information needed by sighted people to construct cognitive maps of spaces is gathered through the visual channel. Unfortunately, people who are blind lack the ability to collect the required spatial information in advance. The use of virtual reality as a learning and rehabilitation tool for people with disabilities has been on…
Descriptors: Blindness, Cognitive Mapping, Computer Simulation, Spatial Ability
Kingston, Linda S. – ProQuest LLC, 2011
Virtual worlds like Second Life are emerging technologies that have gained popularity among educators. As these worlds emerged, greater focus has been placed on the design of the environments themselves rather than the design of instruction within them. Educators have begun using these environments for teaching and instructional designers are now…
Descriptors: Instructional Design, Models, Computer Simulation, Case Studies
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Wong, Darren; Poo, Sng Peng; Hock, Ng Eng; Kang, Wee Loo – Physics Education, 2011
We describe an example of learning with multiple representations in an A-level revision lesson on mechanics. The context of the problem involved the motion of a ball thrown vertically upwards in air and studying how the associated physical quantities changed during its flight. Different groups of students were assigned to look at the ball's motion…
Descriptors: Mechanics (Physics), Science Instruction, Motion, Computer Simulation
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Soares, S. N.; Wagner, F. R. – IEEE Transactions on Education, 2011
Teaching and Design Workbench (T&D-Bench) is a framework aimed at education and research in the areas of computer architecture and embedded systems. It includes a set of features not found in other educational environments. This set of features is the result of an original combination of design requirements for T&D-Bench: that the…
Descriptors: Computer Assisted Instruction, Computer Simulation, Computer Science Education, College Instruction
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Ferguson, Rebecca – Thinking Skills and Creativity, 2011
Virtual worlds open new possibilities for learners, prompting a reconsideration of how learning takes place, and setting education in a context of playfulness, delight and creativity. They provide environments in which it is not only possible but also necessary to generate and try out ideas. They therefore offer opportunities to explore new…
Descriptors: Learning, Creativity, Computer Simulation, Internet
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Ackovska, Nevena; Ristov, Sasko – IEEE Transactions on Education, 2014
Hardware-based courses in computer science studies require much effort from both students and teachers. The most important part of students' learning is attending in person and actively working on laboratory exercises on hardware equipment. This paper deals with a specific group of students, those who are marginalized by not being able to…
Descriptors: Computer Science Education, Open Source Technology, College Students, Nontraditional Students
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Ruiz, Sergio; Aguado, Carlos; Moreno, Romualdo – Journal of Technology and Science Education, 2014
The use of appropriate Educational Simulation systems (software and hardware for learning purposes) may contribute to the application of the "Learning by Doing" (LbD) paradigm in classroom, thus helping the students to assimilate the theoretical concepts of a subject and acquire certain pre-defined competencies in a more didactical way.…
Descriptors: Teaching Experience, Computer Simulation, Flight Training, Simulated Environment
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Faridi, Mohammad Rishad; Al Kahtani, Nasser Saad; Alam, Teg; Malki, Said – International Education Studies, 2014
Catch 'em young for imparting hands-on rigorous academic training. This is what has been relentlessly pursued while dealing with the undergraduate students of business management who are to be thoroughly exposed to the whole gamut of quality work life. Whether they opt for corporate career or pursue masters or choose be an entrepreneur, their…
Descriptors: Business Administration Education, Undergraduate Students, Quality Control, Educational Quality
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Hämäläinen, Raija; Oksanen, Kimmo – Technology, Pedagogy and Education, 2014
Collaborative games will enable new kinds of possibilities for learning. In the future, the goal of game-based learning should be to introduce new ideas and deepen learners' in-depth understanding. However, studies have shown that shared high-level knowledge construction is a challenging process. Moreover, thus far, few empirical studies have…
Descriptors: Cooperative Learning, Educational Games, Teaching Methods, Simulated Environment
Gomes, José Duarte Cardoso; Figueiredo, Mauro Jorge Guerreiro; Amante, Lúcia da Graça Cruz Domingues; Gomes, Cristina Maria Cardoso – International Association for Development of the Information Society, 2014
Gaming activities are an integral part of the human learning process, in particular for children. Game-based learning focuses on motivation and children's engagement towards learning. Educational game-based activities are becoming effective strategies to enhance the learning process. This paper presents an educational activity focusing to merge…
Descriptors: Computer Simulation, Simulated Environment, Educational Technology, Teaching Methods
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Fraser, Kym, Ed. – International Perspectives on Higher Education Research, 2014
Typically New Generation Learning Spaces (NGLS) across the international higher education sector are being designed to support a more student-centred approach to teaching, through more active and collaborative learning opportunities, often using new technology (Keppell et al. 2012). However, the promise of NGLS appear to remain unfulfilled. This…
Descriptors: Futures (of Society), Learning Strategies, Higher Education, International Education
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What Works Clearinghouse, 2014
This study examined how using two different ways of displaying the solar system--a true-to-scale mode vs. an orrery mode--affected students' knowledge of astronomical concepts. Solar system displays were presented in a software application on a handheld tablet computer. In the true-to-scale mode, users navigated a simulated three-dimensional solar…
Descriptors: Astronomy, Scientific Concepts, Science Instruction, Visual Aids
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Collier, Larissa; Dunham, Stacey; Braun, Mark W.; O'Loughlin, Valerie Dean – Anatomical Sciences Education, 2012
Many studies that evaluate the introduction of technology in the classroom focus on student performance and student evaluations. This study focuses on instructor evaluation of the introduction of virtual microscopy into an undergraduate anatomy class. Semi-structured interviews were conducted with graduate teaching assistants (TA) and analyzed…
Descriptors: Anatomy, Human Body, Laboratory Equipment, Computer Simulation
Mitchell, Rebecca; DeBay, Dennis – Learning & Leading with Technology, 2012
Kids love augmented reality (AR) simulations because they are like real-life video games. AR simulations allow students to learn content while collaborating face to face and interacting with a multimedia-enhanced version of the world around them. Although the technology may seem advanced, AR software makes it easy to develop content-based…
Descriptors: Educational Technology, Video Games, Simulation, Computer Software
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Smetana, Lara Kathleen; Bell, Randy L. – International Journal of Science Education, 2012
Researchers have explored the effectiveness of computer simulations for supporting science teaching and learning during the past four decades. The purpose of this paper is to provide a comprehensive, critical review of the literature on the impact of computer simulations on science teaching and learning, with the goal of summarizing what is…
Descriptors: Educational Technology, Teaching Methods, Best Practices, Science Instruction
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