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Mulvihill, Thalia M.; Swaminathan, Raji – Journal of Educational Technology, 2012
The purpose of this article is to analyze the perspectives of doctoral students on creativity and learning in the virtual environment. The researchers investigated the following central research question: to what extent is creative thinking fostered in virtual environments? In addition, the paper also examined how creativity is practiced in…
Descriptors: Graduate Students, Student Attitudes, Creativity, Creative Thinking
Kline, Joel – ProQuest LLC, 2012
An understanding of the impact of user avatar alteration in relation to social presence is needed to fully realize the potential of Second Life for higher education usages, which the research literature reveals as an environment that provides increased social presence. Prior studies focused primarily on the impact of system design attributes on…
Descriptors: Virtual Classrooms, Computer Simulation, Higher Education, Online Courses
Punch, Raymond J. – ProQuest LLC, 2012
The purpose of the quantitative regression study was to explore and to identify relationships between attitudes toward use and perceptions of value of computer-based simulation programs, of college instructors, toward computer based simulation programs. A relationship has been reported between attitudes toward use and perceptions of the value of…
Descriptors: College Faculty, Teacher Attitudes, Computer Simulation, Regression (Statistics)
Myers, Rodney Dean – ProQuest LLC, 2012
In order for simulations and games to be effective for learning, instructional designers must verify that the underlying computational models being used have an appropriate degree of fidelity to the conceptual models of their real-world counterparts. A simulation/game that provides incorrect feedback is likely to promote misunderstanding and…
Descriptors: Simulation, Teaching Methods, Interaction, Computer Games
Lee, Yoonhee Naseef – ProQuest LLC, 2012
The goal of this research was to understand the different kinds of learning that take place in "Mod The Sims" (MTS), an online "Sims" gaming community. The study aimed to explore users' experiences and to understand learning practices that are not commonly observed in formal educational settings. To achieve this goal, the…
Descriptors: Computer Games, Learning, Literacy, Computer Simulation
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Quale, Andreas – Physics Education, 2012
In the teaching of physics at upper secondary school level (K10-K12), the students are generally taught to solve problems analytically, i.e. using the dynamics describing a system (typically in the form of differential equations) to compute its evolution in time, e.g. the motion of a body along a straight line or in a plane. This reduces the scope…
Descriptors: Physics, Spreadsheets, Teaching Methods, Equations (Mathematics)
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Bloodgood, Robert A. – Anatomical Sciences Education, 2012
Histology laboratory instruction is moving away from the sole use of the traditional combination of light microscopes and glass slides in favor of virtual microscopy and virtual slides. At the same time, medical curricula are changing so as to reduce scheduled time for basic science instruction as well as focusing on student-centered learning…
Descriptors: Active Learning, Peer Teaching, Group Activities, Science Laboratories
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Gray, David – International Journal of Learning and Change, 2012
To help increase the effectiveness of self-directed teams, this paper studies the attitudes and behaviour of self-directed team members during the course of a computer simulated marketing strategy game. Self-directed teams are used widely throughout organisations yet receive little scrutiny when they undertake a task which is subject to conditions…
Descriptors: Emotional Intelligence, Teamwork, Marketing, Learning
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Noteborn, Gwen; Carbonell, Katerina Bohle; Dailey-Hebert, Amber; Gijselaers, Wim – Internet and Higher Education, 2012
This paper analyzed the role of emotions in a virtual world (Second Life) through students' level of enjoyment and boredom and their influence on students' achievement level. The virtual world was an educational tool used to fully immerse students in the content of the course. In addition to supporting prior research on the importance of task…
Descriptors: Academic Achievement, Psychological Patterns, Tests, Group Activities
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Bordnick, Patrick S.; Traylor, Amy C.; Carter, Brian L.; Graap, Ken M. – Research on Social Work Practice, 2012
Objective: Virtual reality (VR)-based cue reactivity has been successfully used for the assessment of drug craving. Going beyond assessment of cue reactivity, a novel VR-based treatment approach for smoking cessation was developed and tested for feasibility. Method: In a randomized experiment, 10-week treatment feasibility trial, 46…
Descriptors: Control Groups, Stimuli, Feasibility Studies, Smoking
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Liu, Tzu-Chien; Kinshuk; Lin, Yi-Chun; Wang, Ssu-Chin – British Journal of Educational Technology, 2012
Simulation-based computer-assisted learning (CAL) is emerging as new technologies are finding a place in mainstream education. Dynamically linked multiple representations (DLMRs) is at the core of simulation-based CAL. DLMRs includes multiple visual representations, and it enables students to manipulate one representation and to immediately…
Descriptors: Computer Assisted Instruction, Computer Simulation, Visual Aids, Cognitive Style
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Feng, Mingyu, Ed.; Käser, Tanja, Ed.; Talukdar, Partha, Ed. – International Educational Data Mining Society, 2023
The Indian Institute of Science is proud to host the fully in-person sixteenth iteration of the International Conference on Educational Data Mining (EDM) during July 11-14, 2023. EDM is the annual flagship conference of the International Educational Data Mining Society. The theme of this year's conference is "Educational data mining for…
Descriptors: Information Retrieval, Data Analysis, Computer Assisted Testing, Cheating
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Soulios, Ioannis; Psillos, Dimitris – International Journal of Science Education, 2016
In this study we present the structure and implementation of a model-based inquiry teaching-learning sequence (TLS) integrating expressive, experimental and exploratory modelling pedagogies in a cyclic manner, with the aim of enhancing primary education student teachers' epistemological beliefs about the aspects, nature, purpose and change of…
Descriptors: Student Teachers, Epistemology, Beliefs, Inquiry
Lant, Christopher; Pérez-Lapeña, Blanca; Xiong, Weidong; Kraft, Steven; Kowalchuk, Rhonda; Blair, Michael – Journal of Geoscience Education, 2016
Guided by the Next Generation Science Standards and elements of problem-based learning, four human-environment systems simulations are described in brief--carbon, energy, water, and watershed--and a fifth simulation on nitrogen is described in more depth. These science, technology, engineering, and math (STEM) education simulations illustrate…
Descriptors: Energy, Water Quality, Conservation (Environment), Soil Science
Adams Becker, S.; Freeman, A.; Giesinger Hall, C.; Cummins, M.; Yuhnke, B. – New Media Consortium, 2016
What is on the five-year horizon for K-12 schools worldwide? Which trends and technologies will drive educational change? What are the challenges that we consider as solvable or difficult to overcome, and how can we strategize effective solutions? These questions and similar inquiries regarding technology adoption and transforming teaching and…
Descriptors: Annual Reports, Elementary Secondary Education, Educational Trends, Educational Change
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