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Stokols, Daniel; Misra, Shalini; Runnerstrom, Miryha Gould; Hipp, J. Aaron – American Psychologist, 2009
Recent technological, geophysical, and societal forces have fundamentally altered the structure and functioning of human environments. Prominent among these forces are the rise of the Internet; rapid rates of global environmental change; and widening rifts among different socioeconomic, racial, religious, and ethnic groups. The present article…
Descriptors: Change, Global Approach, Social Change, Computer Simulation
O'Connor, Eileen A.; Sakshaug, Lynae E. – Journal of Educational Technology Systems, 2009
Second Life (SL) is a user-created virtual environment with possible merit for teaching and learning in higher education. In this article, two teacher educators reflect on their initial development in SL, considering the ways they worked within SL to meet their differing instructional needs and the ways they prepared students for these learning…
Descriptors: Higher Education, Virtual Classrooms, Teacher Educators, Teacher Education Programs
Gratch, Jonathan; Kelly, Janet – Journal of Interactive Learning Research, 2009
Historically, Massive Multiplayer Online Games (MMOGs) have been used for entertainment purposes, but that is rapidly changing. Advances in computer technology and an enhanced perception of functionality have allowed MMOGs to combine with other technologies, such as networking and web-based learning, to provide educators with opportunities to…
Descriptors: Constructivism (Learning), Prior Learning, Computers, Games
Mayer, Richard E.; Lieberman, Debra A. – Educational Technology, 2011
This article is a guide for researchers interested in assessing the effectiveness of serious computer-based games (or video games, digital games, or electronic games) intended to improve health and health care. It presents a definition of health games, a rationale for their use, an overview of the current state of research, and recommendations for…
Descriptors: Scientific Research, Video Games, Research Methodology, Health Behavior
Loke, Swee-Kin; Blyth, Phil; Swan, Judith – Australasian Journal of Educational Technology, 2012
While the potentials of virtual worlds to support experiential learning in medical education are well documented, assessment of student learning within these environments is relatively scarce and often incongruent. In this article, a conceptual framework is proposed for formatively assessing dispositional behaviours in scenario-based learning…
Descriptors: Foreign Countries, Computer Assisted Instruction, Experiential Learning, Medical Education
Nachimuthu, K.; Vijayakumari, G. – Journal of Educational Technology, 2009
Virtual Reality (VR) is a creation of virtual 3D world in which one can feel and sense the world as if it is real. It is allowing engineers to design machines and Educationists to design AV [audiovisual] equipment in real time but in 3-dimensional hologram as if the actual material is being made and worked upon. VR allows a least-cost (energy…
Descriptors: Computer Simulation, Simulated Environment, Electronic Learning, Teaching Methods
National Institute of General Medical Sciences (NIGMS), 2009
Computer advances now let researchers quickly search through DNA sequences to find gene variations that could lead to disease, simulate how flu might spread through one's school, and design three-dimensional animations of molecules that rival any video game. By teaming computers and biology, scientists can answer new and old questions that could…
Descriptors: Science Careers, Computers, Genetics, Biology
Trelease, Robert B.; Rosset, Antoine – Anatomical Sciences Education, 2008
Advances in anatomical informatics, three-dimensional (3D) modeling, and virtual reality (VR) methods have made computer-based structural visualization a practical tool for education. In this article, the authors describe streamlined methods for producing VR "learning objects," standardized interactive software modules for anatomical sciences…
Descriptors: Computer Simulation, Computer Software, Anatomy, Information Science
Stanley, Graham; Mawer, Kyle – TESL-EJ, 2008
The term serious game is often used to refer to "games used for training, advertising, simulation, or education." In this article, the authors use the term computer game in its broadest sense, believing it to encompass the broad spectrum of what is usually referred to now as all digital gaming (video games, console games, online games, etc.). They…
Descriptors: Video Games, Internet, Second Language Learning, Language Teachers
Parker, Lyn – Program: Electronic Library and Information Systems, 2008
Purpose: The purpose of this paper is to give a brief introduction to Second Life, and to provide an outline of how one academic librarian has got involved with using it and reviews the issues that have arisen from a library perspective. Design/methodology/approach: The paper offers a reflection on whether library activities in Second Life are…
Descriptors: Computer Simulation, Virtual Classrooms, Computer Uses in Education, Academic Libraries
Mangan, Katherine – Chronicle of Higher Education, 2008
Asperger's patients have been treated by role-playing with real-life therapists. The virtual-reality town at the medical center is a new twist. The University of Texas at Dallas uses a platform from Second Life, the popular virtual world, in which patients go to an "island" customized for therapeutic purposes. The island was built by…
Descriptors: Medical Services, Cues, Computer Simulation, Patients
Canada, Daniel L. – Mathematics Teacher, 2008
To create an environment in which all students have opportunities to notice, describe, and wonder about variability, this article takes a context familiar to many teacher--sampling colored chips from a jar--and shows how this context was used to explicitly focus on variation in the classroom. The sampling activity includes physical as well as…
Descriptors: Computer Simulation, Sampling, Mathematics Instruction, Manipulative Materials
Mon, Lorri – EDUCAUSE Quarterly, 2010
Many of today's colleges and universities are venturing into online education, with distance education enrollments in the United States having increased from 1.6 million students in 1998 to over 3.9 million in 2007. However, concerns over student frustrations and high attrition rates in online learning have led many educators to research and…
Descriptors: Electronic Learning, Graduate Students, Ceremonies, Distance Education
Klopfer, Eric; Sheldon, Josh – New Directions for Youth Development, 2010
Augmented Reality (AR) simulations superimpose a virtual overlay of data and interactions onto a real-world context. The simulation engine at the heart of this technology is built to afford elements of game play that support explorations and learning in students' natural context--their own community and surroundings. In one of the more recent…
Descriptors: Computer Simulation, Games, Computer Software, Role Playing
Thiede, Robert – Online Submission, 2012
The popularity and rise in online courses have somewhat taken the author by surprise. Starting as a college instructor three years ago, the author has witnessed the tremendous interest in online programming. In fact, it is the fastest growing enrollment at the kindergarten-12th grade and higher educational levels. At the university level,…
Descriptors: Online Courses, Educational Strategies, Best Practices, Assignments

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