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Nishikawa, Katsuo A.; Jaeger, Joseph – Journal of Political Science Education, 2011
The draw of simulations is that by replicating a simplified version of reality they can illustrate the repercussions that individual choices create. Students can play the role of a judge, an ambassador, or a parliamentarian and can experience first hand how their decisions play out. As a discipline, we assume that such practices are an improvement…
Descriptors: Computer Simulation, Educational Games, Political Science, Incentives
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Kikkawa, Toshiko; Crookall, David – Simulation & Gaming, 2011
This issue of S&G is devoted to people--to the gamers who have made and are making the exciting discipline of simulation gaming possible. All disciplines that hope for a bright future must record their origins and development. This is particularity the case for a field as fuzzy and interdisciplinary as simulation/gaming. The symposium dedicated to…
Descriptors: Conferences (Gatherings), Autobiographies, Simulation, Computer Simulation
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Chadwick, Richard W. – Simulation & Gaming, 2011
Harold Guetzkow's guidance of research on foreign policy decision making was driven by a core concern: the avoidance of nuclear war and preservation of peace. He aimed to do this by supporting the creation and distribution of new knowledge through experiments aimed at simulating the processes and conditions hypothesized to influence such…
Descriptors: Research Assistants, International Relations, Foreign Policy, Mentors
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Hjelm, Elizabeth – Science Scope, 2011
Seafloor exploration being done by scientists is an ideal way to introduce students to technology as a tool for inquiry. The same technology that allows scientists to share data in near real time can also provide students the tools to become researchers. NOAA's Ocean Explorer Explorations website is a rich research data bank that can be used by…
Descriptors: Middle School Students, Physical Geography, Scientists, Internet
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Korolov, Maria – T.H.E. Journal, 2011
Unhappy with conditions in Second Life, educators are migrating to a developing virtual world that offers them greater autonomy and a safer platform for their students at far less a cost. OpenSimulator is an open source virtual world platform that schools can run for free on their own servers or can get cheaply and quickly--the space can be up and…
Descriptors: Virtual Classrooms, Computer Simulation, Social Systems, Internet
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Alinier, Guillaume – Simulation & Gaming, 2011
The development of appropriate scenarios is critical in high-fidelity simulation training. They need to be developed to address specific learning objectives, while not preventing other learning points from emerging. Buying a patient simulator, finding a volunteer to act as the patient, or even obtaining ready-made scenarios from another simulation…
Descriptors: Medical Education, Computer Simulation, Health Services, Teaching Methods
Adams, Caralee – Instructor, 2011
When kids play video games, they want to perfect their skills, advance to the next level, and become a master. It is the kind of focus that many teachers would love to see in their classrooms. From elementary through high school, computer games are being woven into the curriculum to engage students in new ways. However, many schools lack the…
Descriptors: Expertise, Play, Video Games, Web Sites
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Mas, J.; Farre, A.; Cuadros, J.; Juvells, I.; Carnicer, A. – IEEE Transactions on Education, 2011
Optical trapping is an attractive and multidisciplinary topic that has become the center of attention to a large number of researchers. Moreover, it is a suitable subject for advanced students that requires a knowledge of a wide range of topics. As a result, it has been incorporated into some syllabuses of both undergraduate and graduate programs.…
Descriptors: Undergraduate Students, Advanced Students, Computer Simulation, Computer Uses in Education
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Niles, Thaddeus M. – Teaching English with Technology, 2013
Course management software (CMS) allows teachers to deliver content electronically and manage collaborative coursework, either blending with face-to-face interactions or as the core of an entirely virtual classroom environment. CMS often takes the form of an electronic storehouse of course materials with which students can interact, a virtual…
Descriptors: Management Systems, Teaching Methods, Computer Software, Professional Autonomy
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Mitts, Charles R. – Technology and Engineering Teacher, 2013
This design/problem-solving activity challenges students to design a replacement bridge for one that has been designated as either structurally deficient or functionally obsolete. The Aycock MS Technology/STEM Magnet Program Virtual Bridge Design Challenge is an authentic introduction to the engineering design process. It is a socially relevant…
Descriptors: Problem Solving, Facility Planning, Design, Engineering Education
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Psotka, Joseph – Educational Technology & Society, 2013
New technologies often have the potential for disrupting existing established practices, but nowhere is this so pertinent as in education and training today. And yet, education has been glacially slow to adopt these changes in a large scale way, and innovations seem to be imposed mainly by students' and their changing social lifestyles than…
Descriptors: Educational Games, Educational Technology, Learning Modules, Virtual Classrooms
Zhao, Yong – Principal, 2010
The dominant view of technology so far has been that it is a tool to help improve the teaching of traditional subjects--knowledge mostly about the local and physical world. But technology has created a new realm: the virtual world. It may not be physical or tangible, but the virtual world is indisputable and has a significant economy. If one…
Descriptors: Video Games, Educational Technology, Computer Simulation, Teaching Methods
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Hsu, Chung-Yuan; Moore, David Richard – TechTrends: Linking Research and Practice to Improve Learning, 2010
The Goal-based Scenario method is a design model for applying simulations to instruction. This portfolio item describes an implementation of Goal-based Scenarios for the teaching of statistics. The application demonstrates how simulations can be contextualized and how they can allow learners to engage in legitimate inquiry in the pursuit of their…
Descriptors: Teaching Methods, Computer Assisted Instruction, Educational Objectives, Statistics
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Kohut, Gary F. – Journal of Effective Teaching, 2012
With the growth in the global economy and the rapid development of communication and information technologies, global virtual teams are quickly becoming the norm in the workplace. Research indicates, however, that many students have little or no experience working in such teams. Students who learn through these experiences benefit from higher task…
Descriptors: Teamwork, Global Approach, Virtual Classrooms, Teaching Methods
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van Schaik, P.; Martin, S.; Vallance, M. – Journal of Computer Assisted Learning, 2012
In contexts other than immersive virtual environments, theoretical and empirical work has identified flow experience as a major factor in learning and human-computer interaction. Flow is defined as a "holistic sensation that people feel when they act with total involvement". We applied the concept of flow to modeling the experience of…
Descriptors: Structural Equation Models, Interaction, Problem Solving, Psychometrics
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