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Foti, Sebastian; Ring, Gail – Journal of Computers in Mathematics and Science Teaching, 2008
The goal of this project was to help science teachers shift to a more inquiry-based teaching style by supplying learning tools that support a more student-centered approach. The project employed PSI (Personal Study Instrument) Sim Modules, a simulation-based electronic learning environment designed to address misconceptions in middle school…
Descriptors: Teaching Styles, Teacher Characteristics, Science Teachers, Educational Environment
Atkinson, Tom – TechTrends: Linking Research and Practice to Improve Learning, 2008
In this article, the author provides an overview of Second Life[trademark], or simply SL, which was developed at Linden Lab, a San Francisco-based corporation. SL is an online society within a threee-dimensional virtual world entirely built and owned by its residents, where they can explore, build, socialize and participate in their own economy.…
Descriptors: Computer Simulation, Computer Assisted Design, Economic Development, Economic Opportunities
Bugeja, Michael J. – Education Digest: Essential Readings Condensed for Quick Review, 2008
An article this author wrote about avatar harassment and assault in Second Life (SL) inspired a considerable response after it was published. Perhaps the most notable reply was from Linden Lab, the company that created the virtual-reality world. In his initial essay ("The Chronicle of Higher Education," September 14, 2007; "The Education Digest,"…
Descriptors: Higher Education, Civil Rights, Computer Simulation, Technology Education
Steinkuehler, Constance – Educational Technology, 2008
For those with a vested interest in online technologies for learning, the knowledge and skills that constitute successful participation in massively multiplayer online games (MMOs) places these games squarely among the most promising new digital technologies to date. In this article, the author broadly outlines the qualitative results of a two and…
Descriptors: Ethnography, Educational Technology, Games, Computers
Titze, Ingo R. – Journal of Speech, Language, and Hearing Research, 2006
Purpose: Voice therapy with a semi-occluded vocal tract has a long history. The use of lip trills, tongue trills, bilabial fricatives, humming, and phonation into tubes or straws has been hailed by clinicians, singing teachers, and voice coaches as efficacious for training and rehabilitation. Little has been done, however, to provide the…
Descriptors: Therapy, Voice Disorders, Computer Simulation, Singing
Yamaguchi, Motonori; Proctor, Robert W. – Journal of Experimental Psychology: Applied, 2006
The present study examined the stimulus-response compatibility (SRC) effect in a simulated flight environment. Experiments 1 and 2 tested the effect with pure and mixed mappings in flight tasks by using attitude displays with inside-out and outside-in formats, whereas Experiments 3 and 4 used a simplified display and tasks. The SRC effect was…
Descriptors: Computer Simulation, Flight Training, Stimuli, Responses
Barwell, Graham; Moore, Chris; Walker, Ruth – Australasian Journal of Educational Technology, 2011
The model of learning best suited to the future may be one which sees learning as the process of managing the different kinds of participation an individual might have in complex social systems. Learning capability and engagement is thus dependent on the relationship between an individual identity and social systems. We report on the incorporation…
Descriptors: Social Systems, Pilot Projects, Computer Assisted Instruction, Student Evaluation
Nishide, Ryo; Shima, Ryoichi; Araie, Hiromu; Ueshima, Shinichi – Journal of Educational Multimedia and Hypermedia, 2007
Evaluation experiments have been essential in exploring home delivery of lectures for which users can experience campus lifestyle and distant learning through 3D virtual space. This paper discusses the necessity of virtual space for distant learners by examining the effects of virtual space. The authors have pursued the possibility of…
Descriptors: Factor Analysis, Distance Education, Educational Environment, Program Evaluation
Tubbs, James – Science and Children, 2007
The kids in today's classrooms spend lots of time playing video games, surfing the net, listening to iPods, and text messaging on cell phones. Known as Digital Kids and the Net Generation, they have grown up surrounded by digital media of all types (Tapscott 1999). Because they are already knowledgeable, why not use digital technologies to capture…
Descriptors: Science Activities, Science Interests, Science Fairs, Interactive Video
Foster, Andrea L. – Chronicle of Higher Education, 2007
Immersive Education is a multimillion-dollar project devoted to build virtual-reality software exclusively for education within commercial and nonprofit fantasy spaces like Second Life. The project combines interactive three-dimensional graphics, Web cameras, Internet-based telephony, and other digital media. Some critics have complained that…
Descriptors: Video Games, Fantasy, Computer Software, Foreign Countries
Perry, Jamie; Kuehn, David; Langlois, Rick – Journal of College Science Teaching, 2007
Learning real three-dimensional (3D) anatomy for the first time can be challenging. Two-dimensional drawings and plastic models tend to over-simplify the complexity of anatomy. The approach described uses stereoscopy to create 3D images of the process of cadaver dissection and to demonstrate the underlying anatomy related to the speech mechanisms.…
Descriptors: Physiology, Anatomy, Visual Aids, Computer Simulation
Dutton, Catherine L. – ProQuest LLC, 2009
This qualitative research study used a phenomenological approach to examine educators' experiences in the virtual world of Second Life[TM]. The rationale for this study's focus on educators using a virtual world stems from an interest in the factors that influence educational practices in virtual worlds. The researcher conducted focus groups…
Descriptors: Constructivism (Learning), Focus Groups, Educational Practices, Teacher Attitudes
Gorra, Andrea; Finlay, Janet – Electronic Journal of e-Learning, 2009
Audio or video podcasts can be a useful tool to supplement practical exercises such as business simulations. In this paper, we discuss a case study in which different types of podcast were utilised to support the delivery of a course in international business. The students work in groups and run a fictional company using business simulation…
Descriptors: Business Administration Education, International Trade, Technology Uses in Education, Role Playing
Demski, Jennifer – T.H.E. Journal, 2009
For a growing group of educators, the online role-playing game World of Warcraft, Blizzard Entertainment's massively popular massively multiplayer online role-playing game (MMORPG), is a place to go to relax, network, and discover potential learning strategies-- and slay a few monsters if they get in the way. The online role-playing game World of…
Descriptors: Video Games, Role Playing, Fantasy, Computer Mediated Communication
Peltenburg, Marjolijn; van den Heuvel-Panhuizen, Marja; Doig, Brian – British Journal of Educational Technology, 2009
This paper reports a study aimed at revealing special-educational-needs pupils' learning potential by means of an ICT-based assessment including a dynamic visual tool that might help pupils when solving mathematics problems. The study focused on subtraction problems up to 100, which require "borrowing". These problems, in which the value…
Descriptors: Foreign Countries, Subtraction, Special Needs Students, Special Education