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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
Ortiz-Rodriguez, Estanislao; Vazquez-Arenas, Jorge; Ricardez-Sandoval, Luis A. – Chemical Engineering Education, 2010
An overview of a course on modeling and simulation offered at the Nanotechnology Engineering undergraduate program at the University of Waterloo. The motivation for having this course in the undergraduate nanotechnology curriculum, the course structure, and its learning objectives are discussed. Further, one of the computational laboratories…
Descriptors: Course Content, Laboratories, Undergraduate Students, Universities
Demski, Jennifer – T.H.E. Journal, 2010
Moving from a traditional desktop computing environment to a virtualized solution is a daunting task. In this article, the author presents case histories of three districts that have made the conversion to virtual computing to learn about their experiences: What prompted them to make the move, and what were their objectives? Which obstacles prove…
Descriptors: Educational Technology, Client Server Architecture, Computer Simulation, Data Collection
Mundkur, Anuradha; Ellickson, Cara – Journal of Geography in Higher Education, 2012
We reflect on translating participatory and experiential learning methodologies into an online teaching environment through a Virtual Learning Environment (VLE) that simulates the "real-world" contexts of international development in order to develop an applied critical understanding of gender analysis and gender mainstreaming. Rather than being…
Descriptors: Online Courses, Experiential Learning, Educational Environment, Gender Issues
Thavikulwat, Precha – Simulation & Gaming, 2011
The author discusses the theoretical lens, origins, and environment of his work on computerized business simulations. Key ideas that inform his work include the two dimensions (control and interaction) of computerized simulation, the two ways of representing a natural process (phenotypical and genotypical) in a simulation, which he defines as a…
Descriptors: Business Administration Education, Journal Articles, Business Education, Computer Simulation
Liu, Yucheng; Artigue, Aaron; Sommers, Jeremy; Chambers, Terence – European Journal of Engineering Education, 2011
Objectives of a project-oriented mechanical engineering course, Engineering Design, were achieved through a design project, where students designed, built and demonstrated an extreme version of a basic Theo Jansen device. Through this project, junior students in the University of Louisiana fully developed the capability of applying mathematic and…
Descriptors: Engineering Education, Teacher Effectiveness, Engineering, Communication Skills
Devisch, Oswald; Veestraeten, Daniel – Journal of Urban Technology, 2013
Citizen science is a term used to describe the engagement of ordinary citizens in scientific tasks like observation, measurement, and computation. A series of technological innovations, such as the Internet, the upgrade of mobile phones from communication devices to networked mobile personal measurement devices, and the introduction of…
Descriptors: Foreign Countries, Telecommunications, Handheld Devices, Influence of Technology
Stoerger, Sharon – Journal of Distance Education, 2010
Education technology proponents argue that tech-savvy students want active learning opportunities that enable them to produce, as well as consume, content. Some educators have responded to this rhetoric by appropriating virtual worlds such as Second Life (SL) for teaching and learning. While SL rewards exploration and experimentation, the…
Descriptors: Active Learning, Educational Technology, Learner Controlled Instruction, Educational Strategies
Kloepper, Marcia Owens; Zweiacher, Ed; Curtis, Pat; Evert, Amanda – Techniques: Connecting Education and Careers (J1), 2010
This article highlights how two institutions--Redlands Community College (RCC) and Auburn University--teamed up to create a virtual world called Eagle Island, where learners enter to learn all they need to know about poultry science. Eagle Island, located in Second Life, provides an opportunity to tour a real-life food processing…
Descriptors: Computer Simulation, Agricultural Education, Learning Experience, Animal Husbandry
Davis, Colin J. – Psychological Review, 2010
Visual word identification requires readers to code the identity and order of the letters in a word and match this code against previously learned codes. Current models of this lexical matching process posit context-specific letter codes in which letter representations are tied to either specific serial positions or specific local contexts (e.g.,…
Descriptors: Identification, Word Recognition, Models, Coding
Mayes, Robert; Koballa, Thomas R., Jr. – Science and Children, 2012
The vision for science education set forth in "A Framework for K-12 Science Education" (NRC 2012) makes it clear that for today's students to become the scientifically literate citizens of tomorrow, their educational experiences must help them become mathematically proficient. "The focus here is on important practices, such as modeling, developing…
Descriptors: State Standards, Computers, Science Education, Scientific Literacy
New Literacies: A Pedagogical Framework for Reading Virtual Worlds--A Journey into "Barbiegirls.com"
Connelly, Jan – English in Australia, 2011
As the tectonic plates of technology shift across human networks, dedicated and determined educators understand that the integration of digital mediated texts and the new literacies competencies they engender, amount to little without pedagogical ingenuity, innovative adaptation, and creative application. This article is a response to the rapidly…
Descriptors: Schools, Educational Technology, Computer Simulation, Females
Li, Jessica; D'Souza, Derrick; Du, Yunfei – Human Resource Development Review, 2011
Despite the growing interest of business executives, there is limited academic research on the contributions of virtual worlds to learning in organizations. We address this limitation by using a recently developed typology of virtual world capabilities to investigate the potential contributions of virtual worlds to learning in organizations.…
Descriptors: Organizational Development, Learning Processes, Workplace Learning, Virtual Classrooms
Zionch, Allenda – Intervention in School and Clinic, 2011
Today's students are digital natives. From computers to MP3 players, the everyday use of technology in society underscores the necessity of using technology in education. The use of digital simulations especially has had positive outcomes for students with disabilities in generalizing various life skills necessary for transition beyond high…
Descriptors: Computer Simulation, Disabilities, Educational Technology, Transitional Programs

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