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Brown, Abbie; Green, Tim – Educational Media and Technology Yearbook, 2009
Comprised of four sections: Overall Developments; Corporate Training and Development; Higher Education; and K-12 Settings, this chapter synthesizes the findings of major annual reports including ASTD's, "State of the Industry Report"; the "EDUCAUSE Core Data Service Fiscal Year 2006 Summary Report"; "The ECAR study of…
Descriptors: Educational Technology, Technology Uses in Education, Web 2.0 Technologies, STEM Education
Quinn, Joseph G.; King, Karen; Roberts, David; Carey, Linda; Mousley, Angela – Bioscience Education, 2009
It is compulsory for first year biological science students at Queens University Belfast to complete a range of assessed, laboratory-based practicals in various scientific procedures including dissection. This study investigates student performance and attitudes when they have to complete a traditional dissection and a computer based learning…
Descriptors: Biology, College Science, Science Instruction, Computer Assisted Instruction
DeLucia, Patricia R.; Tharanathan, Anand – Journal of Experimental Psychology: Applied, 2009
More than 25% of accidents are rear-end collisions. It is essential to identify the factors that contribute to such collisions. One such factor is a driver's ability to respond to the deceleration of the car ahead. In Experiment 1, we measured effects of optic flow information and discrete visual and auditory warnings (brake lights, tones) on…
Descriptors: Accidents, Optics, Motor Vehicles, Motion
Gleed, Amy Keller – American School & University, 2009
Daylighting a space is both an art and a science. The impact of daylight can make a building's design come to life. Daylighting can be carried out skillfully, or it can be too casually considered or totally misunderstood. Bad daylighting is devastating to a space and costly to fix. Today, in this era of sustainable design, daylighting is given…
Descriptors: Educational Facilities Design, Energy Conservation, Lighting, Climate Control
Zheng, Dongping; Young, Michael F.; Wagner, Manuela Maria; Brewer, Robert A. – Modern Language Journal, 2009
This study analyzes the user chat logs and other artifacts of a virtual world, "Quest Atlantis" (QA), and proposes the concept of Negotiation for Action (NfA) to explain how interaction, specifically, avatar-embodied collaboration between native English speakers and nonnative English speakers, provided resources for English language acquisition.…
Descriptors: Discourse Analysis, Semantics, Syntax, Cooperation
Sins, Patrick H. M.; Savelsbergh, Elwin R.; van Joolingen, Wouter R.; van Hout-Wolters, Bernadette H. A. M. – International Journal of Science Education, 2009
While many researchers in science education have argued that students' epistemological understanding of models and of modelling processes would influence their cognitive processing on a modelling task, there has been little direct evidence for such an effect. Therefore, this study aimed to investigate the relation between students' epistemological…
Descriptors: Educational Practices, Computer Simulation, Cognitive Processes, Epistemology
Tao, Yu-Hui; Cheng, Chieh-Jen; Sun, Szu-Yuan – Computers & Education, 2009
Previous studies have pointed out that computer games could improve students' motivation to learn, but these studies have mostly targeted teachers or students in elementary and secondary education and are without user adoption models. Because business and management institutions in higher education have been increasingly using educational…
Descriptors: Educational Games, Computer Simulation, Learning Motivation, Interpersonal Relationship
Fields, Deborah A.; Kafai, Yasmin B. – International Journal of Computer-Supported Collaborative Learning, 2009
Prior studies have shown how knowledge diffusion occurs in classrooms and structured small groups around assigned tasks yet have not begun to account for widespread knowledge sharing in more native, unstructured group settings found in online games and virtual worlds. In this paper, we describe and analyze how an insider gaming practice spread…
Descriptors: Games, Preadolescents, Research Methodology, Youth Clubs
Baker, Suzanne C.; Wentz, Ryan K.; Woods, Madison M. – Teaching of Psychology, 2009
The online virtual world Second Life (www.secondlife.com) has multiple potential uses in teaching. In Second Life (SL), users create avatars that represent them in the virtual world. Within SL, avatars can interact with each other and with objects and environments. SL offers tremendous creative potential in that users can create content within the…
Descriptors: Psychology, Teaching Methods, Technology Uses in Education, Educational Technology
NutrientNet: An Internet-Based Approach to Teaching Market-Based Policy for Environmental Management
Nguyen, To N.; Woodward, Richard T. – Journal of Economic Education, 2009
NutrientNet is an Internet-based environment in which a class can simulate a market-based approach for improving water quality. In NutrientNet, each student receives a role as either a point source or a nonpoint source polluter, and then the participants are allowed to trade water quality credits to cost-effectively reduce pollution in a…
Descriptors: Water Quality, Internet, Computer Simulation, Economics Education
de Freitas, Sara; Neumann, Tim – Computers & Education, 2009
User interfaces are becoming more intuitive following the requirements of the individual learner and reinforcing the drive towards more personalised learning and greater learner autonomy. There are clearly a new set of challenges emerging for teaching practitioners that will have implications upon not just what is learned but importantly upon…
Descriptors: Experiential Learning, Discovery Learning, Virtual Classrooms, Professional Development
Stokols, Daniel; Misra, Shalini; Runnerstrom, Miryha Gould; Hipp, J. Aaron – American Psychologist, 2009
Recent technological, geophysical, and societal forces have fundamentally altered the structure and functioning of human environments. Prominent among these forces are the rise of the Internet; rapid rates of global environmental change; and widening rifts among different socioeconomic, racial, religious, and ethnic groups. The present article…
Descriptors: Change, Global Approach, Social Change, Computer Simulation
O'Connor, Eileen A.; Sakshaug, Lynae E. – Journal of Educational Technology Systems, 2009
Second Life (SL) is a user-created virtual environment with possible merit for teaching and learning in higher education. In this article, two teacher educators reflect on their initial development in SL, considering the ways they worked within SL to meet their differing instructional needs and the ways they prepared students for these learning…
Descriptors: Higher Education, Virtual Classrooms, Teacher Educators, Teacher Education Programs
Gratch, Jonathan; Kelly, Janet – Journal of Interactive Learning Research, 2009
Historically, Massive Multiplayer Online Games (MMOGs) have been used for entertainment purposes, but that is rapidly changing. Advances in computer technology and an enhanced perception of functionality have allowed MMOGs to combine with other technologies, such as networking and web-based learning, to provide educators with opportunities to…
Descriptors: Constructivism (Learning), Prior Learning, Computers, Games
Calvert, Sandra L.; Strouse, Gabrielle A.; Strong, Bonnie L.; Huffaker, David A.; Lai, Sean – Journal of Applied Developmental Psychology, 2009
Same and opposite-sex pairs of preadolescents interacted twice in a MUD, a virtual domain where they created characters known as avatars and socially interacted with one another. Boys interacted primarily through rapid scene shifts and playful exchanges; girls interacted with one another through written dialogue. Opposite-sex pairs lagged behind…
Descriptors: Play, Females, Interpersonal Relationship, Interaction

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