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Showing 1 to 15 of 19 results Save | Export
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Stricker, Andrew, Ed.; Calongne, Cynthia, Ed.; Truman, Barbara, Ed.; Arenas, Fil, Ed. – IGI Global, 2017
Recent technological advances have opened new platforms for learning and teaching. By utilizing virtual spaces, more educational opportunities are created for students who cannot attend a physical classroom environment. "Integrating an Awareness of Selfhood and Society into Virtual Learning" is a pivotal reference source that discusses…
Descriptors: Virtual Classrooms, Internet, Computer Science Education, Computer Games
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Becnel, Kim, Ed. – IGI Global, 2019
The emergent phenomena of virtual reality, augmented reality, and mixed reality is having an impact on ways people communicate with technology and with each other. Schools and higher education institutions are embracing these emerging technologies and implementing them at a rapid pace. The challenge, however, is to identify well-defined problems…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Simulated Environment
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Panconesi, Gianni, Ed.; Guida, Maria, Ed. – IGI Global, 2017
Modern technology has enhanced many aspects of life, including classroom education. By offering virtual learning experiences, educational systems can become more efficient and effective at teaching the student population. The "Handbook of Research on Collaborative Teaching Practice in Virtual Learning Environments" highlights program…
Descriptors: Guides, Teacher Collaboration, Virtual Classrooms, Cooperative Learning
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Bull, Prince Hycy, Ed.; Keengwe, Jared, Ed. – IGI Global, 2019
Digital integration is the driving force of teaching and learning at all levels of education. As more non-traditional students seek credentialing, certification, and degrees, institutions continue to push the boundaries of innovative practices to meet the needs of diverse students. Programs and faculty have moved from merely using technology and…
Descriptors: Technology Integration, Technological Advancement, Learner Engagement, Story Telling
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Terry, Krista, Ed.; Cheney, Amy, Ed. – IGI Global, 2016
The integration of emerging technologies in higher education presents a new set of challenges and opportunities for educators. With a growing need for customized lesson plans in online education, educators are rethinking the design and development of their learning environments. "Utilizing Virtual and Personal Learning Environments for…
Descriptors: Virtual Classrooms, Higher Education, Electronic Learning, Technology Uses in Education
Hannah, Larry – 1985
Designed to simulate a Senate committee hearing on software copyright laws, this role-playing game exposes students to a wide variety of viewpoints about software copying, including piracy. The game is structured to bring out as many points of view as possible; the goal of the simulation is exposure to these various points, not the final committee…
Descriptors: Computer Software, Copyrights, Educational Games, Federal Regulation
Coatney, Louis R. – 1993
This military history board game can be used as an extracurricular, extra credit, or classroom incentive project. The game serves to quantify an historical event so that it enriches the study of history for both verbally and mathematically inclined students. Although most suitable for eighth grade and above, the game may be played by some younger…
Descriptors: Curriculum Enrichment, Decision Making, Educational Games, European History
Crelinsten, Michael, Ed. – 1983
Devoted to the international awareness learning activities of Katimavik (a nine-month volunteer community service and experiential learning program for 17 to 21 year old Canadians), the bilingual student manual contains sections on learning program objectives and trimester guidelines, optional activities, resume recordkeeping, global perspectives…
Descriptors: Cultural Awareness, Cultural Exchange, Educational Games, Experiential Learning
Learning, 1991
This activity book for teachers and students presents ideas for lessons on Christopher Columbus. Three sections offer teaching ideas and student activities focusing on Columbus's inspiration and preparation for departure, the science of navigation and the voyage, and the pros and cons of changes brought about by Columbus's voyage. (SM)
Descriptors: Cartography, Class Activities, Critical Thinking, Discovery Learning
American Animal Welfare Foundation, St. Paul, MN. – 1993
This document consists of a teacher guide and a student guide to an educational simulation game that provides students with an opportunity to examine the relationship between humans and animals, and to explore the roles that animals play in daily life. The teaching technique employed is a student-centered process in which students work…
Descriptors: Agriculture, Animals, Educational Games, Environment
Coatney, Louis R. – 1987
This board game encourages junior and senior high school student analysis of the German campaign against the USSR and gauges student decision-making skills. The World War II Russo-German Front is simulated in a standard board game format. A key element of the game is its analysis and results form. Using this form compels students to analyze and…
Descriptors: Decision Making Skills, Educational Games, European History, Experiential Learning
Cornelius, Martha J.; And Others – 1978
This curriculum unit is intended to serve as a general introduction to the study of the traditions and culture of the vast heartland of the Eurasian land mass called Inner Asia. Objectives are to stimulate student and teacher interest in Inner Asian studies, as well as to encourage students to learn about the historical experience of other…
Descriptors: Activity Units, Area Studies, Curriculum Guides, Economics
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Ulmer, Barby – Social Studies Review, 1989
Presents a two to six day classroom simulation unit, "Survival or Starvation," designed to enhance student understanding of world problems. States that the simulation has been successfully used with fifth grade to adult groups. Provides daily instruction plans and describes several cooperative learning methods. Lists materials needed, and provides…
Descriptors: Class Activities, Cooperative Learning, Developing Nations, Educational Games
Finch, Curtis R. – 1992
This 9-12 hour organizational simulation enables participants to assume responsibility for operating a fictional technical college serving 10,000 students by taking on the roles of 10 college officials (president, vice presidents, deans, and campus administrators). Based on interviews with 117 vocational education administrators and instructors…
Descriptors: Adult Education, College Administration, College Presidents, Deans
Aiken, Rebecca; Lutrick, Angie; Kirk, James J.; Nickerson, Lisa; Wilder, Ginny – 2001
This manual is a gaming simulation that career development professionals can use to promote awareness of and sensitivity to the job search experience encountered by their clientele. Goals of the simulation are to approximate a real life job search experience from different perspectives, while at the same time making it fun and interactive. Players…
Descriptors: Adult Education, Career Counseling, Career Development, Career Education
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