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Verguts, Tom; Notebaert, Wim – Psychological Review, 2008
The conflict monitoring model of M. M. Botvinick, T. S. Braver, D. M. Barch, C. S. Carter, and J. D. Cohen (2001) triggered several research programs investigating various aspects of cognitive control. One problematic aspect of the Botvinick et al. model is that there is no clear account of how the cognitive system knows where to intervene when…
Descriptors: Conflict, Models, Behavior Theories, Self Control
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Andrews, Sandra Sutton; Stokrocki, Mary; Jannasch-Pennell, Angel; DiGangi, Samuel A. – International Journal of Virtual and Personal Learning Environments, 2010
In this qualitative pilot study, the authors report on curriculum field trials within a personal learning environment (PLE) designed by a collaboration of academic researchers and nonprofit volunteers working together in the virtual world of Second Life. The purpose of the PLE is to provide learners less likely to have access to educational…
Descriptors: Educational Environment, Virtual Classrooms, Computer Simulation, Qualitative Research
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Bloom, Melanie, Ed.; Gascoigne, Carolyn, Ed. – Central States Conference on the Teaching of Foreign Languages, 2010
The 2010 Central States Conference on the Teaching of Foreign Languages (CSCTFL) focused on exploring various ways to lead students to become part of an internationally competent workforce. Foreign language educators shared their experiences in investigating various modes of assessment, the use of technology, and techniques to motivate students to…
Descriptors: Cultural Awareness, Second Language Learning, Second Language Instruction, Meetings
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Eskrootchi, Rogheyeh; Oskrochi, G. Reza – Educational Technology & Society, 2010
Incorporating computer-simulation modelling into project-based learning may be effective but requires careful planning and implementation. Teachers, especially, need pedagogical content knowledge which refers to knowledge about how students learn from materials infused with technology. This study suggests that students learn best by actively…
Descriptors: Males, Females, Science Projects, Student Projects
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Siyahhan, Sinem; Barab, Sasha A.; Downton, Michael P. – International Journal of Computer-Supported Collaborative Learning, 2010
We implemented a five-week family program called "Family Quest" where parents and children ages 9 to 13 played Quest Atlantis, a multiuser 3D educational computer game, at a local after-school club for 90-minute sessions. We used activity theory as a conceptual and an analytical framework to study the nature of intergenerational play, the…
Descriptors: Play, Intergenerational Programs, Family Programs, Parent Child Relationship
Jecklin, Robert – International Electronic Journal of Health Education, 2010
Young and healthy undergraduates in health education were not predisposed to learn the complex sprawl of topics in a required course on U.S. Health Care. An online simulation of health care reform was used to encourage student learning about health care and participating in health care reform. Students applied their understanding of high costs,…
Descriptors: Required Courses, Electronic Publishing, Health Education, Formative Evaluation
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Ncube, Lisa B. – Simulation & Gaming, 2010
This article discusses the functions and effectiveness of games and simulations in the learning processes, in particular as an experiential learning methodology. The application of the game Lemonade Tycoon in the development of lean manufacturing concepts is described. This article addresses the use of the game to teach the principles of lean…
Descriptors: Experiential Learning, Cooperative Learning, Learning Processes, Teaching Methods
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Bellotti, Francesco; Berta, Riccardo; De Gloria, Alessandro; Primavera, Ludovica – British Journal of Educational Technology, 2010
Serious virtual worlds (SVWs) represent a great opportunity for learning and should embed a lot of high-quality contextualised information so that the player can take the most from his or her exploration of the environment. This requires defining new methodologies and tools for effective production. We have investigated this issue in implementing…
Descriptors: Foreign Countries, Cultural Background, Educational Games, Learning Theories
Tezer, Murat – Online Submission, 2007
At universities in the faculties of Engineering, Sciences, Business and Economics together with higher education in Computing, it is stated that because of the difficulty, calculators and computers can be used in Numerical Analysis (NA). In this study, the learning computer supported NA will be discussed together with important usage of the…
Descriptors: Mathematics Education, Calculators, Computer Simulation, Computer Uses in Education
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Kelly, Jonathan W.; Avraamides, Marios N.; Loomis, Jack M. – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2007
Four experiments investigated the conditions contributing to sensorimotor alignment effects (i.e., the advantage for spatial judgments from imagined perspectives aligned with the body). Through virtual reality technology, participants learned object locations around a room (learning room) and made spatial judgments from imagined perspectives…
Descriptors: Computer Simulation, Memory, Imagery, Testing
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Tettegah, Sharon; Bailey, Brian P.; Taylor, Kona – Journal of Negro Education, 2007
A newly developed software application (Clover) is presented for constructing animated narrative vignette. The results have indicated that Clover is a viable tool for providing the process of self discovery, cognitions and identity by using animated narrative vignette simulations.
Descriptors: Computer Software, Computer Simulation, Animation, Educational Technology
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Hutchison, David – Social Studies, 2007
In this article the author explores the construction of place within virtual worlds and, in particular, in video games that appeal widely to children and youths. With the notable exception of "edutainment" titles, gaming and education have traditionally been viewed as separate pursuits. Yet, after school, millions of children and teens spend…
Descriptors: Educational Environment, Instructional Design, Video Games, Computer Simulation
Tobias, Sigmund; Fletcher, J. D. – Educational Technology, 2007
Empirical research was reviewed to identify recommendations that game designers and developers could use to improve the pedagogical effectiveness of games for instruction. Findings from the research literature suggested 13 recommendations, which are discussed in this article. Distinctions between instructional games and instructional simulations…
Descriptors: Computers, Educational Games, Computer Simulation, Instructional Design
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Nakata, Satoshi; Matsuo, Kyoko; Kirisaka, Junko – Journal of Chemical Education, 2007
The self-motion of an ester boat is investigated depending on the physicochemical properties of the surface-active substance. The results show that the ester boat moves towards the higher surface tension generating as the driving force.
Descriptors: Chemistry, Water, Motion, Science Instruction
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Nunes, Miguel Baptista, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2019
These proceedings contain the papers and posters of the International Conference on e-Learning (EL) 2019, which was organised by the International Association for Development of the Information Society and co-organised by the Instituto Superior de Engenharia do Porto, in Porto, Portugal, July 17-19, 2019. The EL 2019 conference aims to address the…
Descriptors: Educational Technology, Technology Uses in Education, Mathematics Instruction, Cooperation
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