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Briggs, Derek C.; Wilson, Mark – Journal of Educational Measurement, 2007
An approach called generalizability in item response modeling (GIRM) is introduced in this article. The GIRM approach essentially incorporates the sampling model of generalizability theory (GT) into the scaling model of item response theory (IRT) by making distributional assumptions about the relevant measurement facets. By specifying a random…
Descriptors: Markov Processes, Generalizability Theory, Item Response Theory, Computation
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Kluge, Annette – Journal of Educational Computing Research, 2007
This article empirically supports the thesis that there is no clear and unequivocal argument in favor of simulations and experiential learning. Instead the effectiveness of simulation-based learning methods depends strongly on the target group's characteristics. Two methods of supporting experiential learning are compared in two different complex…
Descriptors: Experiential Learning, Teaching Methods, Comparative Analysis, Computer Simulation
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Harper, Vernon, Jr. – Quarterly Review of Distance Education, 2007
Virtual communities are quickly becoming the standard mode of interaction in educational and professional contexts. However, the literature fails to accurately address the possibility of differences in the perceptions of these communities related to sex. Two-hundred and twenty-six students from a medium-sized university in the Mid-Atlantic United…
Descriptors: Student Attitudes, Friendship, Gender Differences, Measures (Individuals)
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Priore, Charles F., Jr.; Giannini, John L. – Journal of College Science Teaching, 2007
Librarians instruct students where to find information, but rarely demonstrate its management, while faculty have difficulty incorporating real-time laboratory experience with library research. This paper focuses on the development of a hands-on biology laboratory experiment in an introductory course that integrates bibliographic software into the…
Descriptors: Library Research, Laboratory Experiments, Introductory Courses, Computer Software
Bugeja, Micheal J. – Chronicle of Higher Education, 2007
Most people have at least secondhand knowledge about Second Life, a virtual-reality world created by Linden Lab, in which avatars (digital characters) lease "islands" for real-life purposes--to sell products, conduct classes, do research, hold conferences, and even recruit for admissions. About nine million avatars reportedly interact on this…
Descriptors: Mass Media, Technology Uses in Education, Computer Simulation, Computer Uses in Education
Boss, Suzie; Krauss, Jane – Principal Leadership, 2007
Project-based learning is not a new idea. It has a solid track record of increasing student motivation and improving students' problem-solving and higher-order thinking skills (Stites, 1998; Thomas, 2000). In the traditional model, students work in teams to investigate open-ended questions and apply their knowledge through culminating products or…
Descriptors: Active Learning, Thinking Skills, Teaching Methods, Student Projects
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Lange, Carsten; Baylor, Amy L. – Journal of Economic Education, 2007
The authors present a constructivist approach for teaching game theory, on the basis, in part, of Axelrod's research approach. Using the Axelrod tournament multi-user system (ATMUS) software, students create strategies for a repeated prisoner's dilemma (RPD). Later, these strategies are matched with those of their classmates' in a classroom…
Descriptors: Game Theory, Constructivism (Learning), Computer Assisted Instruction, Computer Software
Perkins, Ross A.; Arreguin, Cathy – Learning & Leading with Technology, 2007
The communication and collaborative interface known as a multi-user virtual environment (MUVE), has existed since as early as the late 1970s. MUVEs refer to programs that have an animated character ("avatar") controlled by a user within a wider environment that can be explored--or built--at will. Second Life, a MUVE created by San Francisco-based…
Descriptors: Middle Schools, Distance Education, Immigrants, Migrants
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Van Der Valk, Ton; Van Driel, Jan H.; De Vos, Wobbe – Research in Science Education, 2007
Teaching the use of models in scientific research requires a description, in general terms, of how scientists actually use models in their research activities. This paper aims to arrive at defining common characteristics of models that are used in present-day scientific research. Initially, a list of common features of models and modelling, based…
Descriptors: Measures (Individuals), Research Papers (Students), Scientific Research, Scientists
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Landsberger, Joe – TechTrends: Linking Research and Practice to Improve Learning, 2007
In an interview, Dr. Deborah W. Proctor, eCurriculum Director for Academic Innovations/ Minnesota Online and Co-Chair for the MERLOT International Conference, outlines her academic path that led to her current position and interests. As e-Curriculum Director for Academic Innovations in the Office of the Chancellor she works with system…
Descriptors: Programming, Online Courses, Interviews, Models
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Lee, Hyunjeong – Instructional Science: An International Journal of the Learning Sciences, 2007
This study, the purpose of which is to determine an efficient instructional design for different levels of spatial abilities, investigates: (1) the main effects of visual treatments in simulation environments on comprehension and the transfer of chemistry knowledge and (2) the interaction effects of the visual treatments and the learners' spatial…
Descriptors: Control Groups, Instructional Design, Computer Simulation, Spatial Ability
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Salen, Katie – Journal of Educational Multimedia and Hypermedia, 2007
Educators and education advocates have recently acknowledged that the ability to think systemically is one of the necessary skills for success in the 21st century. Game-making is especially well-suited to encouraging meta-level reflection on the skills and processes that designer-players use in building such systems. Membership in a community of…
Descriptors: Literacy, Play, Reading Skills, Educational Games
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Hauptman, Hanoch – Computers & Education, 2010
Developing a software environment to enhance 3D geometric proficiency demands the consideration of theoretical views of the learning process. Simultaneously, this effort requires taking into account the range of tools that technology offers, as well as their limitations. In this paper, we report on the design of Virtual Spaces 1.0 software, a…
Descriptors: Computer Software, Educational Technology, Spatial Ability, Geometric Concepts
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Tay, Lee Yong; Lim, Cher Ping – Educational Media International, 2010
This paper examines how a game-like 3D Multi-User Virtual Environment (MUVE), Quest Atlantis (QA), is used in an after-school programme to engage a group of 14 academically at-risk primary students in their learning. It adopts an activity theoretical perspective to identify the disturbances and contradictions during the implementation of the…
Descriptors: Virtual Classrooms, Social Environment, Information Technology, At Risk Students
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Tsiatsos, Thrasyvoulos; Andreas, Konstantinidis; Pomportsis, Andreas – Educational Technology & Society, 2010
In this paper we will focus on a specific category of Collaborative Virtual Environments that aims to support Collaborative Learning. We call these environments Collaborative Educational Virtual Environments. Our aim is to analyze the evaluation process through the study of relevant bibliography and by doing so reveal the existing research gap…
Descriptors: Evaluation Methods, Educational Technology, Virtual Classrooms, Educational Environment
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