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Dale, Jack – Canadian Social Studies, 1998
Reviews the Global Telecommunications Helping Inquiry, Negotiation and Knowledge (T.H.I.N.K.) simulation project developed by Lloyd Christopherson. Interviews Christopherson about the development, goals, and use of Global T.H.I.N.K. Provides a World Wide Web address for finding the project and teachers' guidebooks for running the simulation. (DSK)
Descriptors: Computer Assisted Instruction, Computer Simulation, Computer Software Evaluation, Computer Uses in Education
Educational Media and Technology Yearbook, 1998
Lists educational media-related journals, books, ERIC documents, journal articles, and nonprint resources classified by Artificial Intelligence, Robotics, Electronic Performance Support Systems; Computer-Assisted Instruction; Distance Education; Educational Research; Educational Technology; Electronic Publishing; Information Science and…
Descriptors: Computer Assisted Instruction, Computer Networks, Computer Simulation, Distance Education
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Haupert, Michael J. – Journal of Economic Education, 1996
Describes an undergraduate economics course experiment designed to teach the concepts of comparative advantage and opportunity costs. Students have a limited number of labor hours and can chose to produce either wheat or steel. As the project progresses, the students trade commodities in an attempt to maximize use of their labor hours. (MJP)
Descriptors: Consumer Economics, Economic Impact, Economic Research, Economics Education
Hannum, Wallace – Educational Technology, 2001
This instructional design blends a structured learning environment (the physics lesson) with an engaging, playful, simulated environment (roller coaster construction), putting into operation ideas from both cognitive and constructivist theories. Two instructional models are used: a general design model for creating instruction and a lesson design…
Descriptors: Instructional Design, Instructional Development, Instructional Innovation, Instructional Materials
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Peters, Vincent A. M.; Vissers, Geert A. N. – Simulation & Gaming, 2004
Debriefing is an important phase in using simulation games. Participants are invited to make a connection between experiences gained from playing the game and experiences in real-life situations. Thus, debriefing is the phase meant to encourage learning from the simulation game. Although design and practice of debriefing sessions should be aligned…
Descriptors: Games, Classification, Research Methodology, Training Methods
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Serpell, Zewelanji N.; Boykin, A. Wade; Madhere, Serge; Nasim, Aashir – Journal of Black Psychology, 2006
This study sought to address the lack of experimental research examining the influence of contextual factors on African American students' learning. A total of 162 low-income African American and White fourth graders were randomly assigned to ethnically homogeneous, communally structured groups of three to work on a motion acceleration task using…
Descriptors: Context Effect, African American Students, Transfer of Training, Low Income Groups
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Polito, Tony; Kros, John; Watson, Kevin – Journal of Education for Business, 2004
In this study, the authors investigated the effect of Zarco, an operations management "mock factory" experiential learning activity, on student recollection of operations management concepts. Using a number of single-factor and multiple-factor analyses of variance, the authors compared the recollection of students treated with the Zarco activity…
Descriptors: Experiential Learning, Learning Activities, Instructional Effectiveness, Undergraduate Students
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Cannon, David M.; Klein, Helen A; Koste, Lori L.; Magal, Simha R. – Journal of Education for Business, 2004
Efforts to achieve greater curriculum integration in schools of business have included team teaching, student group projects, multidisciplinary cases, and, more recently, the use of enterprise resource planning (ERP) systems. Although these approaches are beneficial, they tend to be implemented on an ad hoc basis rather than through curriculum…
Descriptors: Educational Change, Team Teaching, Curriculum Development, Business Education
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Paschall, Mallie J.; Fishbein, Diana H.; Hubal, Robert C.; Eldreth, Diana – Health Education Research, 2005
This study examined the psychometric properties of performance measures for three novel, interactive virtual reality vignette exercises developed to assess social competency skills of at-risk adolescents. Performance data were collected from 117 African-American male 15-17 year olds. Data for 18 performance measures were obtained, based on…
Descriptors: Interpersonal Communication, Computer Simulation, Drug Use, Validity
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Smith, Brian; Sharma, Priya; Hooper, Paula – Interactive Technology and Smart Education, 2006
This paper describes the forms of knowledge used by players of fantasy sports, games where players create ideal sports teams and compete to accumulate points based on professional athletes' statistical performances. Messages from a discussion forum associated with a popular fantasy basketball game were analyzed to understand how players described…
Descriptors: Fantasy, Athletes, Heuristics, Mathematical Concepts
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Zibit, Melanie; Gibson, David – Innovate: Journal of Online Education, 2005
"simSchool" is a classroom simulation program funded by the Preparing Tomorrow's Teachers to Teach with Technology (PT3) program of the U.S. Department of Education. Just as a flight-simulator immerses a player in the complexities of flying a plane, "simSchool" immerses novice teachers in some of the complexities of teaching 7th-12th grade…
Descriptors: Preservice Teacher Education, Learning Theories, Artificial Intelligence, Teaching Skills
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Begg, Michael; Dewhurst, David; Macleod, Hamish – Innovate: Journal of Online Education, 2005
The term "game-based learning" has emerged as a general name for the use of computer games in education. Despite early work showing rich inferential learning taking place as a result of gameplay, most game-based learning has been geared towards using a game as a host into which curricular content can be embedded. This approach can be problematic,…
Descriptors: Constructivism (Learning), Higher Education, Problem Based Learning, Veterinary Medicine
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Gilson, Tim – Journal of Educational Research & Policy Studies, 2006
Based on the writings and research of Mary Anne Raywid (1994) and Gary Wehlage (1989), this study sought to identify characteristics of effective alternative high schools in Iowa. This effectiveness was identified as both student retention and graduate completion. The following characteristics were not positively related to graduate completion…
Descriptors: Nontraditional Education, High Schools, Institutional Characteristics, School Effectiveness
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Chen, Chwen Jen – Australasian Journal of Educational Technology, 2006
Many researchers and instructional designers increasingly recognise the benefits of utilising three dimensional virtual reality (VR) technology in instruction. In general, there are two types of VR system, the immersive system and the non-immersive system. This article focuses on the latter system that merely uses the conventional personal…
Descriptors: Instructional Development, Instructional Effectiveness, Course Evaluation, Educational Environment
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Barclay, Colette – Teacher Development, 2004
Dunblane Primary School, Scotland, and Columbine High School, USA. Two headline tragedies that have led to trauma for their pupils and staff. Trauma that could be devastating because of the psychological impact and the practical requirements a crisis brings. Children's social and personal development can be negatively affected, their academic…
Descriptors: Play, Crisis Management, Administrator Role, Foreign Countries
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