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de Freitas, Sara; Griffiths, Mark – Learning, Media and Technology, 2008
Nowhere in the current digital technology landscape is the process of "blurring the lines between media" more apparent than with the uses and applications of gaming practices and technologies. Here the overlaps between new media and media interfaces are becoming significant as games technologies and practices are becoming more pervasive as…
Descriptors: Educational Practices, Educational Technology, Internet, Computers
Hu, Huiqin; Rogers, W. Todd; Vukmirovic, Zarko – Applied Psychological Measurement, 2008
Common items with inconsistent b-parameter estimates may have a serious impact on item response theory (IRT)--based equating results. To find a better way to deal with the outlier common items with inconsistent b-parameters, the current study investigated the comparability of 10 variations of four IRT-based equating methods (i.e., concurrent…
Descriptors: Item Response Theory, Item Analysis, Computer Simulation, Equated Scores
Ausburn, Lynna J.; Martens, Jon; Dotterer, Gary; Calhoun, Pat – Journal of Educational Technology, 2009
This paper presents a review of literature that introduces major concepts and issues in using avatars and pedagogical agents in first- and second-person virtual environments (VEs) for learning online. In these VEs, avatars and pedagogical agents represent self and other learners/participants or serve as personal learning "guides". The…
Descriptors: Literature Reviews, Computer Simulation, Virtual Classrooms, Computer Graphics
Peterson, Julie Ellen – ProQuest LLC, 2009
The first purpose of this experimental study was to determine if there were effects on achievement between traditional pencil-and-paper instructional strategies and computer simulated instructional strategies used to teach interior design business ethics. The second purpose was to determine the level of engagement of interior design students using…
Descriptors: Educational Strategies, Interior Design, Computer Simulation, Statistical Analysis
Zheng, Dongping; Young, Michael F.; Brewer, Robert A.; Wagner, Manuela – CALICO Journal, 2009
This study explored affective factors in learning English as a foreign language in a 3D game-like virtual world, Quest Atlantis (QA). Through the use of communication tools (e.g., chat, bulletin board, telegrams, and email), 3D avatars, and 2D webpage navigation tools in virtual space, nonnative English speakers (NNES) co-solved online…
Descriptors: Self Efficacy, Second Language Learning, Computer Mediated Communication, English (Second Language)
Ramaswami, Rama – Campus Technology, 2009
Educators know that people learn best by doing. When students are doing something rather than reading or learning about it, they learn better. Immersive environments help students retain more information and speed up their learning. There's an enhancement in the way they learn. Immersive environments--which utilize technologies like simulations,…
Descriptors: Computer Simulation, Teaching Methods, Experiential Learning, Colleges
Moizer, Jonathan; Lean, Jonathan; Towler, Michael; Abbey, Caroline – Active Learning in Higher Education, 2009
Based on a categorization of simulation and gaming barriers developed in a previous study, this work seeks to explore in greater depth the composition and nature of these obstacles. It examines the interrelationships between the barriers and the impact of other contextual factors in the pedagogic environment. A series of in-depth interviews were…
Descriptors: Higher Education, Informal Education, Information Sources, Teaching Methods
Clarke, Matthew A.; Giraldo, Carlos – Chemical Engineering Education, 2009
Chemical process simulation is one of the most fundamental skills that is expected from chemical engineers, yet relatively few graduates have the opportunity to learn, in depth, how a process simulator works, from programming the unit operations to the sequencing. The University of Calgary offers a "hands-on" postgraduate course in…
Descriptors: Computer Simulation, Chemical Engineering, Programming, Foreign Countries
Sinkovics, Rudolf R.; Haghirian, Parissa; Yu, Shasha – Journal of Teaching in International Business, 2009
Information technology (IT) innovations have and continue to have a significant impact on international marketing practice and customer interactions. With the marketing environment becoming increasingly dependent on technology, marketing teaching in higher education faces a challenging task of effectively leveraging technology in diverse learning…
Descriptors: Information Technology, Business Education, Educational Innovation, Educational Environment
Bringslid, Odd – Journal of Computers in Mathematics and Science Teaching, 2009
The projects Xmath (Bringslid and Canessa, 2002) and dMath (Bringslid, de la Villa and Rodriguez, 2007) were supported by the European Commission in the so called Minerva Action (Xmath) and The Leonardo da Vinci programme (dMath). The Xmath eBook (Bringslid, 2006) includes algorithms into a wide range of undergraduate mathematical issues embedded…
Descriptors: Undergraduate Students, Internet, Mathematics Education, Foreign Countries
Omale, Nicholas; Hung, Wei-Chen; Luetkehans, Lara; Cooke-Plagwitz, Jessamine – British Journal of Educational Technology, 2009
The purpose of this article is to present the results of a study conducted to investigate how the attributes of 3-D technology such as avatars, 3-D space, and comic style bubble dialogue boxes affect participants' social, cognitive, and teaching presences in a blended problem-based learning environment. The community of inquiry model was adopted…
Descriptors: Classroom Environment, Interviews, Transcripts (Written Records), Problem Based Learning
Ingerman, Ake; Linder, Cedric; Marshall, Delia – Instructional Science: An International Journal of the Learning Sciences, 2009
This article attempts to describe students' process of learning physics using the notion of experiencing variation as the basic mechanism for learning, and thus explores what variation, with respect to a particular object of learning, that students experience in their process of constituting understanding. Theoretically, the analysis relies on…
Descriptors: Learning Theories, Computer Simulation, Physics, Anatomy
Fluke, Christopher J. – Astronomy Education Review, 2009
I report on a pilot study on the use of Google Maps to provide virtual field trips as a component of a wholly online graduate course on the history of astronomy. The Astronomical Tourist Web site (http://astronomy.swin.edu.au/sao/tourist), themed around the role that specific locations on Earth have contributed to the development of astronomical…
Descriptors: Computer Simulation, Field Trips, Astronomy, Web Sites
Jarmon, Leslie; Traphagan, Tomoko; Mayrath, Michael; Trivedi, Avani – Computers & Education, 2009
While many reports espouse the potential impact that 3-D virtual worlds are expected to have on teaching and learning in higher education in a few years, there are few empirical studies that inform instructional design and learning assessment in virtual worlds. This study explores the nature and process of learning in Second Life in a graduate…
Descriptors: Instructional Design, Experiential Learning, Content Analysis, Instructional Effectiveness
Horton, Lucas; Liu, Min; Olmanson, Justin; Toprac, Paul – Online Submission, 2011
In this paper we explore students' engagement in a new media enhanced problem-based learning (PBL) environment and investigate the characteristics of these environments that facilitate learning. We investigated both student experiences using a new media enhanced PBL environment and the specific elements students found most supportive of their…
Descriptors: Learner Engagement, Problem Based Learning, Grade 6, Information Processing

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