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Lahoud, Hilmi A.; Krichen, Jack P. – Journal of Technology Studies, 2010
Several techniques have been used to provide hands-on educational experiences to online learners, including remote labs, simulation software, and virtual labs, which offer a more structured environment, including simulations and scheduled asynchronous access to physical resources. This exploratory study investigated how these methods can be used…
Descriptors: Electronic Learning, Online Courses, Computer Assisted Instruction, Learning Experience
Sanders, Janet H.; Udoka, Silvanus J. – Simulation & Gaming, 2010
Fundamental concepts and definitions of electronic learning (eLearning) continue to emerge, and theories of eLearning that have been advanced thus far cover an array of academic perspectives including training and education, learning and knowledge, and technology and applications to specific market segments. Any study of the effectiveness and…
Descriptors: Electronic Learning, Program Effectiveness, Manufacturing, Virtual Classrooms
Dalgarno, Barney; Lee, Mark J. W. – British Journal of Educational Technology, 2010
This article explores the potential learning benefits of three-dimensional (3-D) virtual learning environments (VLEs). Drawing on published research spanning two decades, it identifies a set of unique characteristics of 3-D VLEs, which includes aspects of their representational fidelity and aspects of the learner-computer interactivity they…
Descriptors: Experiential Learning, Knowledge Representation, Virtual Classrooms, Educational Research
Tezer, Murat – Online Submission, 2007
At universities in the faculties of Engineering, Sciences, Business and Economics together with higher education in Computing, it is stated that because of the difficulty, calculators and computers can be used in Numerical Analysis (NA). In this study, the learning computer supported NA will be discussed together with important usage of the…
Descriptors: Mathematics Education, Calculators, Computer Simulation, Computer Uses in Education
Kelly, Jonathan W.; Avraamides, Marios N.; Loomis, Jack M. – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2007
Four experiments investigated the conditions contributing to sensorimotor alignment effects (i.e., the advantage for spatial judgments from imagined perspectives aligned with the body). Through virtual reality technology, participants learned object locations around a room (learning room) and made spatial judgments from imagined perspectives…
Descriptors: Computer Simulation, Memory, Imagery, Testing
Tettegah, Sharon; Bailey, Brian P.; Taylor, Kona – Journal of Negro Education, 2007
A newly developed software application (Clover) is presented for constructing animated narrative vignette. The results have indicated that Clover is a viable tool for providing the process of self discovery, cognitions and identity by using animated narrative vignette simulations.
Descriptors: Computer Software, Computer Simulation, Animation, Educational Technology
Hutchison, David – Social Studies, 2007
In this article the author explores the construction of place within virtual worlds and, in particular, in video games that appeal widely to children and youths. With the notable exception of "edutainment" titles, gaming and education have traditionally been viewed as separate pursuits. Yet, after school, millions of children and teens spend…
Descriptors: Educational Environment, Instructional Design, Video Games, Computer Simulation
Tobias, Sigmund; Fletcher, J. D. – Educational Technology, 2007
Empirical research was reviewed to identify recommendations that game designers and developers could use to improve the pedagogical effectiveness of games for instruction. Findings from the research literature suggested 13 recommendations, which are discussed in this article. Distinctions between instructional games and instructional simulations…
Descriptors: Computers, Educational Games, Computer Simulation, Instructional Design
Nakata, Satoshi; Matsuo, Kyoko; Kirisaka, Junko – Journal of Chemical Education, 2007
The self-motion of an ester boat is investigated depending on the physicochemical properties of the surface-active substance. The results show that the ester boat moves towards the higher surface tension generating as the driving force.
Descriptors: Chemistry, Water, Motion, Science Instruction
Reese, Curt – Journal of Educational Technology, 2008
Educational computer games provide an environment in which interactions among students, teachers, and texts differ non-trivially from those of the traditional classroom. In order to build and research computer games effectively, it is important to provide a theoretical background that adequately describes and explains learning and interactions in…
Descriptors: Communities of Practice, Educational Games, Computer Games, Learning Processes
Holroyd, Clay B.; Baker, Travis E.; Kerns, Kimberly A.; Muller, Ulrich – Neuropsychologia, 2008
Behavioral and neurophysiological evidence suggest that attention-deficit hyperactivity disorder (ADHD) is characterized by the impact of abnormal reward prediction error signals carried by the midbrain dopamine system on frontal brain areas that implement cognitive control. To investigate this issue, we recorded the event-related brain potential…
Descriptors: Attention Deficit Hyperactivity Disorder, Brain Hemisphere Functions, Rewards, Prediction
Rieber, Lloyd P.; Noah, David – Educational Media International, 2008
The purpose of this study was to investigate the influence of game-like activities on adult learning during a computer-based simulation. This research also studied the use of visual metaphors as graphic organizers to help make the underlying science principles explicit without interfering with the interactive nature of the simulation. A total of…
Descriptors: Computer Simulation, Figurative Language, Adult Learning, Computers
Sandhofer, Catherine M.; Doumas, Leonidas A. A. – Journal of Cognition and Development, 2008
Two studies, an experimental category learning task and a computational simulation, examined how sequencing training instances to maximize comparison and memory affects category learning. In Study 1, 2-year-old children learned color categories with three training conditions that varied in how categories were distributed throughout training and…
Descriptors: Children, Memory, Task Analysis, Computer Simulation
Gilpin, Andrew R. – Educational and Psychological Measurement, 2008
Rosenthal and Rubin introduced a general effect size index, r[subscript equivalent], for use in meta-analyses of two-group experiments; it employs p values from reports of the original studies to determine an equivalent t test and the corresponding point-biserial correlation coefficient. The present investigation used Monte Carlo-simulated…
Descriptors: Effect Size, Correlation, Meta Analysis, Monte Carlo Methods
O'Toole, John; Dunn, Julie – Journal of Aesthetic Education, 2008
This article reports the findings of a research project that saw researchers from interaction design and drama education come together with a group of eleven and twelve year olds to investigate the current and future complementarity of computers and live classroom drama. The project was part of a pilot feasibility study commissioned by the…
Descriptors: Dramatics, Computer Uses in Education, Elementary School Students, Student Attitudes

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