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Hontvedt, Magnus; Arnseth, Hans Christian – International Journal of Computer-Supported Collaborative Learning, 2013
Research on simulator training has rarely focused on the way simulated contexts are constructed collaboratively. This study sheds light on how structuring role-play and fostering social interactions may prove fruitful for designing simulator training. The article reports on a qualitative study of nautical students training in a ship simulator. The…
Descriptors: Marine Education, Navigation, Professional Training, Social Environment
Karsten, Kathleen; McMillan Coddington, Deborah; Lehman, Regina M.; Pierce, Cynthia; Tom, May; Gallo-Silver, Les – International Journal of ePortfolio, 2015
Each member of the healthcare team has been trained with specific knowledge and skills. Quality patient care is dependent on the collaboration of the various healthcare professionals and their ability to work as a team. In order to be effective, interprofessional collaboration should be included in the academic preparation of each of the various…
Descriptors: Portfolios (Background Materials), Electronic Publishing, Interprofessional Relationship, Cooperation
Cope, Bill; Kalantzis, Mary – Open Review of Educational Research, 2015
This article sets out to explore a shift in the sources of evidence-of-learning in the era of networked computing. One of the key features of recent developments has been popularly characterized as "big data". We begin by examining, in general terms, the frame of reference of contemporary debates on machine intelligence and the role of…
Descriptors: Data Analysis, Evidence, Computer Uses in Education, Artificial Intelligence
Suvannatsiri, Ratchasak; Santichaianant, Kitidech; Murphy, Elizabeth – European Journal of Engineering Education, 2015
This paper reports on a project in which students designed, constructed and tested a model of an existing early warning system with simulation of debris flow in a context of a landslide. Students also assessed rural community members' knowledge of this system and subsequently taught them to estimate the time needed for evacuation of the community…
Descriptors: Undergraduate Students, Engineering Education, Student Improvement, Emergency Programs
Lin, Tsun-Ju; Lan, Yu-Ju – Educational Technology & Society, 2015
This study investigated the research trends in language learning in a virtual reality environment by conducting a content analysis of findings published in the literature from 2004 to 2013 in four top ranked computer-assisted language learning journals: "Language Learning & Technology," "CALICO Journal," "Computer…
Descriptors: Second Language Learning, Computer Simulation, Second Language Instruction, Educational Technology
Su, Jun-Ming; Lin, Huan-Yu – Educational Technology & Society, 2015
In recent years, software operating skills, the ability in computer literacy to solve problems using specific software, has become much more important. A great deal of research has also proven that students' software operating skills can be efficiently improved by practicing customized virtual and simulated examinations. However, constructing…
Descriptors: Foreign Countries, Computer Assisted Testing, Computer Simulation, Simulation
Lawless, Kimberly A.; Brown, Scott W. – Curriculum Journal, 2015
GlobalEd 2 (GE2) is a set of technology-mediated, problem-based learning (PBL) simulations for middle-grade students, that capitalises on the multidisciplinary nature of the social sciences as an expanded curricular space for students to learn and apply scientific literacies and concepts, while simultaneously also enriching their understanding of…
Descriptors: Scientific Literacy, Technology Uses in Education, Skill Development, Interdisciplinary Approach
Wainess, Richard; Koenig, Alan; Kerr, Deirdre – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2011
Effective design of training-related games (games for training and/or assessment) requires synergy between the mechanisms for delivering instructional content and the mechanisms for learning game play and game functionality (Becker, 2006). The learning domain must be embedded as a core game mechanic: that is, the game cannot be advanced or won…
Descriptors: Direct Instruction, Play, Video Games, Educational Games
Xu, Yan; Park, Hyungsung; Baek, Youngkyun – Educational Technology & Society, 2011
Recently, computer technology and multimedia elements have been developed and integrated into teaching and learning. Entertainment-based learning environments can make learning contents more attractive, and thus can lead to learners' active participation and facilitate learning. A significant amount of research examines using video editing…
Descriptors: Story Telling, Writing (Composition), Virtual Classrooms, Self Efficacy
Alger, Chadwick F. – Simulation & Gaming, 2011
During our 14 years together at Northwestern University, Harold Guetzkow was at the same time my colleague, creative teacher, and helpful personal friend. I used his simulation in my undergraduate courses. His research and personal suggestions provided creative insights for my research at UN Headquarters. He provided younger colleagues with…
Descriptors: Computer Simulation, Simulation, Professional Recognition, Intellectual History
Lobuts, John, Jr. – Simulation & Gaming, 2011
This autobiography is an attempt to write and share the author's personal story, first as a learner, then as a teacher. It also attempts to share the educational gifts initially bestowed and then passed on from one generation to the next. The writer will talk about how games and simulations were first inherited and learned, then employed in…
Descriptors: Play, Literature Appreciation, Autobiographies, Computer Simulation
Facao, M.; Lopes, A.; Silva, A. L.; Silva, P. – European Journal of Physics, 2011
We propose an undergraduate numerical project for simulating the results of the second-order correlation function as obtained by an intensity interference experiment for two kinds of light, namely bunched light with Gaussian or Lorentzian power density spectrum and antibunched light obtained from single-photon sources. While the algorithm for…
Descriptors: Computer Simulation, Optics, Mathematics, Quantum Mechanics
Shih, Ching-Hsiang; Shih, Ching-Tien; Pi, Pi-Hsiang – Research in Developmental Disabilities: A Multidisciplinary Journal, 2011
The latest research adopting software technology to improve pointing performance is through an Automatic Target Acquisition Program (ATAP), where the user can click on the mouse button when a dashed line is aimed at the desired target, instead of moving the cursor to the target. However, ATAP has one limitation--it cannot benefit from Mouseover…
Descriptors: Intervention, Computer Simulation, Developmental Disabilities, Program Effectiveness
Rosa, Mauricio; Lerman, Stephen – Educational Studies in Mathematics, 2011
This paper is drawn from a doctoral thesis (Rosa, 2008) that examines the relations established between the construction of online identities and the teaching and learning of the definite integral concept in an online learning course. The role-playing game (RPG) is played out through chat and calls for the creation of characters (online…
Descriptors: Electronic Learning, Mathematics Education, Mathematical Concepts, Role Playing
Gillett, Jason – Journal of Educational Multimedia and Hypermedia, 2011
The purpose of my action research is to create meaningful virtual field trips that give students many of the same benefits as actual field trips. Since educational budget cuts are preventing students from participating in real field trips there needs to be an alternative way to deliver that content. I hope to demonstrate how I am improving my…
Descriptors: Field Trips, Action Research, Experiential Learning, Computer Simulation

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