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Lee, Kwang-Soon; Kim, Bong-Gyu – Educational Technology & Society, 2016
This study explores the positive learning effect of formulating English sentences via Social Network Service (SNS; "Kakao-Talk") on less proficient L2 university students' (LPSs') writing, when the application is utilized as a tool to link in and out-of class activities in a multimodal-learning environment. Its objective is also to…
Descriptors: Social Networks, Writing Instruction, English (Second Language), Second Language Learning
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Pellas, Nikolaos; Peroutseas, Efstratios – Journal of Educational Computing Research, 2016
While pedagogical and technological affordances of three-dimensional (3D) multiuser virtual worlds in various educational disciplines are largely well-known, a study about their effect on high school students' engagement in introductory programming courses is still lacking. This case study presents students' opinions about their participation in a…
Descriptors: High School Students, Educational Games, Computer Simulation, Simulated Environment
Cochran, William Kenneth, Jr. – ProQuest LLC, 2009
High performance, massively-parallel multi-physics simulations are built on efficient mesh data structures. Most data structures are designed from the bottom up, focusing on the implementation of linear algebra routines. In this thesis, we explore a top-down approach to design, evaluating the various needs of many aspects of simulation, not just…
Descriptors: Data, Computer Simulation, Matrices, Algebra
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Ney, Muriel; Gonçalves, Celso; Balacheff, Nicolas – IEEE Transactions on Learning Technologies, 2014
Simulation games are games for learning based on a reference in the real world. We propose a model for authenticity in this context as a result of a compromise among learning, playing and realism. In the health game used to apply this model, students interact with characters in the game through phone messages, mail messages, SMS and video.…
Descriptors: Heuristics, Computer Simulation, Video Games, Models
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Symons, Douglas K.; Smith, Kathleen H. – Psychology Learning and Teaching, 2014
Students are very familiar with digital media and computers. The aim of this study was to take advantage of this skill-set and examine evidence of psychological engagement in a personalized web-based learning experience, given the more general interest in student engagement of students in Higher Education. In this study, 117 students each raised…
Descriptors: Evidence, Web Based Instruction, Learning Experience, Learner Engagement
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Pietzner, Verena – EURASIA Journal of Mathematics, Science & Technology Education, 2014
Currently not many people would doubt that computers play an essential role in both public and private life in many countries. However, somewhat surprisingly, evidence of computer use is difficult to find in German state schools although other countries have managed to implement computer-based teaching and learning in their schools. This paper…
Descriptors: Foreign Countries, Science Instruction, Teaching Methods, Computer Assisted Instruction
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Jones, M. Gail; Childers, Gina; Emig, Brandon; Chevrier, Joël; Tan, Hong; Stevens, Vanessa; List, Jonathan – Journal of Visual Impairment & Blindness, 2014
Traditional science instruction is typically reliant on visual modes of learning, such as textbooks and graphs. Furthermore, since science instruction is often heavily dependent upon visual cues, students with visual impairment often do not have access to the same educational opportunities in most science classes (Jones, Minogue, Oppewal, Cook,…
Descriptors: Visual Impairments, Blindness, Science Instruction, Teaching Methods
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Schofield, Damian – Journal of Information Technology Education: Research, 2014
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online vir-tual environments. This technology has been used to generate a range of interactive Virtual Real-ity (VR) learning environments across a spectrum of…
Descriptors: Guidelines, Games, Engineering Technology, Virtual Classrooms
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Whitton, Nicola – International Journal of Game-Based Learning, 2011
It is a common misconception that game-based learning is, by its very nature, engaging for the majority of learners. This is not necessarily the case, particularly for learners in Higher Education who may need to be persuaded of the value of learning games. For some learners, games may simply not be perceived as engaging--either in terms of an…
Descriptors: Educational Games, Learner Engagement, Higher Education, Computer Games
Van Duzer, Eric – Online Submission, 2011
This report introduces a short, hands-on activity that addresses a key challenge in teaching quantitative methods to students who lack confidence or experience with statistical analysis. Used near the beginning of the course, this activity helps students develop an intuitive insight regarding a number of abstract concepts which are key to…
Descriptors: Course Content, True Scores, Statistical Analysis, Sampling
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Chen, Yu-Lung; Hong, Yu-Ru; Sung, Yao-Ting; Chang, Kuo-En – Educational Technology & Society, 2011
Software for simulation-based learning of electronics was implemented to help learners understand complex and abstract concepts through observing external representations and exploring concept models. The software comprises modules for visualization and simulative manipulation. Differences in learning performance of using the learning software…
Descriptors: Visualization, Computer Software, Electronics, Computer Simulation
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van Ments, Morry – Simulation & Gaming, 2011
The article begins with an abbreviated CV of the author and then recounts the formation of Society for the Advancement of Games and Simulation in Education and Training (SAGSET) and the early days of simulation and gaming in the United Kingdom. Four strands of elements of development are described together with the key events of the 1970s and…
Descriptors: Foreign Countries, Games, Computer Simulation, Training
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Hesketh, Beryl; Griffin, Barbara; Loh, Vanessa – Journal of Vocational Behavior, 2011
This theoretical paper presents a person-environment fit framework that extends the Minnesota Theory of Work Adjustment to retirement transition and adjustment. The proposed Retirement Transition and Adjustment Framework (RTAF) also accommodates dynamic intra-individual and environment change over time, configural combinations of variables, and an…
Descriptors: Retirement, Computer Simulation, Vocational Adjustment, Information Technology
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Rapanotti, Lucia; Hall, Jon G. – Behaviour & Information Technology, 2011
The convergence of 3D simulation and social networking into current multi-user virtual environments has opened the door to new forms of interaction for learning in order to complement the face-to-face and Web 2.0-based systems. Yet, despite a growing user community, design knowledge for virtual worlds remains patchy, particularly when it comes to…
Descriptors: Virtual Classrooms, Simulated Environment, Program Design, Alignment (Education)
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El Sayed, Neven A. M.; Zayed, Hala H.; Sharawy, Mohamed I. – Computers & Education, 2011
Augmented Reality (AR) is the technology of adding virtual objects to real scenes through enabling the addition of missing information in real life. As the lack of resources is a problem that can be solved through AR, this paper presents and explains the usage of AR technology we introduce Augmented Reality Student Card (ARSC) as an application of…
Descriptors: Computer Oriented Programs, Educational Technology, Computer Simulation, Video Games
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