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Garcia, I.; Pacheco, C. – Computers & Education, 2013
Many courses for elementary school are based upon teacher presentation and explanation of basic topics, rather than allowing students to develop their own knowledge. This traditional model may turn elementary-level lessons into an extremely theoretical, boring and non-effective process. In this context, research in mathematics elementary education…
Descriptors: Foreign Countries, Elementary School Students, Constructivism (Learning), Mathematics Education
Alexander, Erica – Excellence in Education Journal, 2013
In America, there is a growing consensus that educational video games should be used in the classroom to meet the needs of 21st Century learners. According to the American Federation of Scientists (2006), students that "have grown up with digital technology and video games are especially poised to take advantage of the features of educational…
Descriptors: Grade 6, Reading Instruction, Video Games, Computer Simulation
Ghatty, Sundara L. – ProQuest LLC, 2013
Over the past decade, there has been a dramatic rise in online delivery of higher education in the United States. Recent developments in web technology and access to the internet have led to a vast increase in online courses. For people who work during the day and whose complicated lives prevent them from taking courses on campus, online courses…
Descriptors: Self Efficacy, Outcomes of Education, Black Colleges, Institutional Characteristics
Jacka, Lisa; Booth, Kate – International Journal of Virtual and Personal Learning Environments, 2012
Integrating Information Technology Communications in the classroom has been an important part of pre-service teacher education for over a decade. The advent of virtual worlds provides the pre-service teacher with an opportunity to study teaching and learning in a highly immersive 3D computer-based environment. Virtual worlds also provide a place…
Descriptors: Preservice Teachers, Preservice Teacher Education, Student Developed Materials, Virtual Classrooms
Payette, Dennis L.; Libertella, Anthony F. – American Journal of Business Education, 2012
This paper reports on the introduction of a curricular innovation in a required capstone course: namely the Business Policy and Strategy course in the School of Business at Adelphi University. The curriculum capstone courses have tended to primarily include business related case studies and business simulation exercises. Consequently, curriculum…
Descriptors: Instructional Innovation, Required Courses, Assignments, Curriculum Enrichment
Mayrose, James – American Journal of Engineering Education, 2012
Immersive Virtual Reality (VR) has seen explosive growth over the last decade. Immersive VR attempts to give users the sensation of being fully immersed in a synthetic environment by providing them with 3D hardware, and allowing them to interact with objects in virtual worlds. The technology is extremely effective for learning and exploration, and…
Descriptors: Active Learning, Educational Technology, Technology Uses in Education, Computer Simulation
Gaynor, Alan Kibbe – Journal of Education, 2012
Computer simulation analysis illustrated the thesis that the typical American public school is structured to reinforce students' entry characteristics so that after twelve years, students who entered in kindergarten or first grade with high "readiness" perform academically better-than-average, while students who entered with low…
Descriptors: Public Schools, School Readiness, Academic Achievement, Educational Change
Eichenberg, Christiane, Ed. – InTech, 2012
This book has an aim to present latest applications, trends and developments of virtual reality technologies in three humanities disciplines: in medicine, psychology and pedagogy. Studies show that people in both educational as well as in the medical therapeutic range expect more and more that modern media are included in the corresponding demand…
Descriptors: Computer Simulation, Medicine, Psychology, Instruction
Matrundola, Deborah La Torre; Chang, Sandy; Herman, Joan – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2012
The purpose of these case studies was to examine the ways technology and professional development supported the use of the SimScientists assessment systems. Qualitative research methodology was used to provide narrative descriptions of six classes implementing simulation-based assessments for either the topic of Ecosystems or Atoms and Molecules.…
Descriptors: Computer Simulation, Computer Assisted Testing, Science Tests, Middle School Students
Durall, E.; Gros, B.; Maina, M.; Johnson, L.; Adams Becker, S. – New Media Consortium, 2012
This report reflects a multi-year collaborative effort between the New Media Consortium (NMC) and the eLearn Center of the Universitat Oberta de Catalunya to help inform Iberoamerican educational leaders about significant developments in technologies supporting teaching, learning, and research in tertiary education. The report was produced to…
Descriptors: Foreign Countries, Technology Uses in Education, Technological Advancement, Educational Technology
Clarke, Christopher Peter – Program: Electronic Library and Information Systems, 2012
Purpose: This paper aims to examine the experiences of new users of Second Life in order to identify potential barriers and attractors to the expansion of the userbase and therefore the market for in-world information services. Design/methodology/approach: A multi-faceted methodological approach was taken utilising two questionnaires (pre- and…
Descriptors: Interviews, Interpersonal Relationship, Interaction, Electronic Libraries
Lowdermilk, John; Martinez, Deborah; Pecina, Julie; Beccera, Lisa; Lowdermilk, Carey – TechTrends: Linking Research and Practice to Improve Learning, 2012
This article examines the use of a focused educational game. The game, "Behavior Breakthroughs"[TM], was created to teach people that work with children with autism, appropriate behavior management techniques. A group of undergraduate, teacher education students played the game and provided feedback on their experiences.
Descriptors: Autism, Student Behavior, Classroom Techniques, Special Education
Caropreso, Maria Fernanda; Inkpen, Diana; Keshtkar, Fazel; Khan, Shahzad – Journal of Interactive Learning Research, 2012
Natural Language Generation (NLG) systems can make data accessible in an easily digestible textual form; but using such systems requires sophisticated linguistic and sometimes even programming knowledge. We have designed and implemented an environment for creating and modifying NLG templates that requires no programming knowledge, and can operate…
Descriptors: Natural Language Processing, Computer Simulation, Computer System Design, Computer Software
Young, William, II; Franklin, Teresa; Cooper, Tessa; Carroll, Stephen; Liu, Chang – Journal of Interactive Learning Research, 2012
In an age of technological advancement, video games have been found to be effective teaching aids in middle school science classrooms. A National Science Foundation (NSF) project at Ohio University, known as STEAM, (Science and Technology Enrichment for Appalachian Middle Schoolers), has examined Second Life as a curriculum aid through the design,…
Descriptors: Video Games, Middle Schools, Secondary School Science, Educational Games
Park, Yong Jin – Communication Teacher, 2012
Teaching communication policy to young college students can be a challenge. Students often consider law and policy as difficult, abstract, or even unrelated to their lives. Yet experienced teachers note that students--especially those who are first exposed to regulatory concepts--benefit when they actively participate, engage, and deliberate for…
Descriptors: Communications, Public Policy, College Instruction, Instructional Effectiveness