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Simkins, Michael – Technology & Learning, 2006
A reactor is an example of an immersive interactive play in which animated images are projected onto the floor. A reactor allows people to walk on images and interact with them using their feet. With reactors, people can stomp on kernels of popcorn, shoot a pool using their big toes, or wade through a shallow surf on pristine beaches. This…
Descriptors: Play, Computer Simulation, Educational Technology, Interactive Video
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Fiedler, Klaus; Kareev, Yaakov – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2006
Adaptive decision making requires that contingencies between decision options and their relative assets be assessed accurately and quickly. The present research addresses the challenging notion that contingencies may be more visible from small than from large samples of observations. An algorithmic account for such a seemingly paradoxical effect…
Descriptors: Sampling, Decision Making, Computer Simulation, Models
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Coleman, William F.; Fedosky, Edward W. – Journal of Chemical Education, 2006
"Computer Simulations of Salt Solubility" by Victor M. S. Gil provides an animated, visual interpretation of the different solubilities of related salts based on simple entropy changes associated with dissolution such as configurational disorder and thermal disorder. This animation can help improve students' conceptual understanding of…
Descriptors: Scientific Concepts, Animation, Chemistry, Scientific Methodology
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Annetta, Len; Klesath, Marta; Holmes, Shawn – Innovate: Journal of Online Education, 2008
Len Annetta, Marta Klesath, and Shawn Holmes describe how avatars in virtual learning environments (VLEs) can contribute to the learning experience by giving students a sense of social presence and investment in the learning community that may otherwise be difficult to access. VLEs have the potential to become the next generation of instructional…
Descriptors: Learning Experience, Computer Simulation, Virtual Classrooms, Classroom Environment
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Limson, Mel; Witzlib, Crystal; Desharnais, Robert A. – Science Scope, 2007
It is widely accepted that inquiry-based curriculum programs have positive effects on cognitive achievement, process skills, and attitudes toward science (NRC 2000). Science teachers seek engaging, effective, and inquiry-based activities that are standards-aligned and convenient to implement in their classrooms. For many years, the web has…
Descriptors: Internet, Computer Simulation, Inquiry, Science Achievement
Starkman, Neal – Campus Technology, 2007
Colleges and universities head into virtual worlds, and student learning and psychology are changed forever. For the past few years, Creighton University, a Jesuit institution of about 6,700 students has hosted GameFest (www2.creighton.edu/doit/gamefest), a 12-hour marathon of high-tech, interactive gaming sessions among Creighton students, using…
Descriptors: Educational Technology, Faculty, Academic Achievement, Student Attitudes
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Yue, Jianping – Engineering Design Graphics Journal, 2007
Spatial visualization is a fundamental skill in technical graphics and engineering designs. From conventional multiview drawing to modern solid modeling using computer-aided design, visualization skills have always been essential for representing three-dimensional objects and assemblies. Researchers have developed various types of tests to measure…
Descriptors: Computer Assisted Design, Visualization, Engineering, Spatial Ability
Olson, Lynn – Education Week, 2007
An $11 million executive-training course for principals, modeled after best practices used in the corporate, medical, engineering, and military worlds, is starting to gain traction among states. Developed by the National Institute for School Leadership, or NISL, a for-profit company based in Washington, the program is now used widely in…
Descriptors: Case Studies, Action Research, Instructional Leadership, Principals
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Okolo, Cynthia M.; Englert, Carol Sue; Bouck, Emily C.; Heutsche, Anne M. – Intervention in School and Clinic, 2007
This article explores the benefits of the Internet to enhance history instruction for all learners. The authors describe a Web-based learning environment, the Virtual History Museum (VHM), that helps teachers create motivating, inquiry-based history units. VHM also allows teachers to build supports for learners with disabilities or other learning…
Descriptors: Internet, History Instruction, Mild Disabilities, Educational Benefits
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Newman, Amy – Business Communication Quarterly, 2007
As computer-mediated communication becomes increasingly prevalent in the workplace, students need to apply effective writing principles to today's technologies. Email, in particular, requires interns and new hires to manage incoming messages, use an appropriate tone, and craft clear, concise messages. In addition, with instant messaging (IM)…
Descriptors: Business Communication, Reaction Time, Computer Mediated Communication, Organizational Culture
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Reese, Debbie Denise – Journal of Educational Multimedia and Hypermedia, 2007
Electronic game technologies can prepare novice learners for future learning of complex concepts. This paper describes the underlying instructional design, learning science, cognitive science, and game theory. A structural, or syntactic mapping (structure mapping), approach to game design can produce a game world relationally isomorphic to a…
Descriptors: Game Theory, Cognitive Psychology, Instructional Design, Cognitive Processes
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Li, Frederick W. B.; Lau, Rynson W. H. – International Journal of Distance Education Technologies, 2006
An Internet-based e-learning system offers many benefits over traditional learning environments. It provides a time, class size, and geographical location independent learning platform to students in addition to being able to consolidate e-learning content from a vast amount of Internet Web sites and deliver it to students. However, as the…
Descriptors: Electronic Learning, Delivery Systems, Internet, Web Sites
Slotnick, Robert S.; Jeger, Abraham M. – 1985
This paper describes a demonstration of an instructional package consisting of original, interactive microcomputer-based simulations and accompanying faculty and student guides designed to assist in teaching introductory psychology. An Apple IIe computer and color monitor were used. The paper contains: (1) a purpose statement; (2) a brief summary…
Descriptors: Computer Assisted Instruction, Computer Simulation, Courseware, Higher Education
Walker, J. R.; Traber, D. L. – Physiologist, 1985
Discusses advantages and disadvantages of using computer simulations (including those involving application of mathematical models) in teaching physiology and pharmacology, indicating that the major benefit is in performing experiments that cannot be performed in the laboratory. Also considers a simulation on the interaction of drugs with…
Descriptors: Cardiovascular System, College Science, Computer Simulation, Higher Education
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Psychological Review, 1986
A simulation model of episodic memory, MINERVA Z, is applied to the learning of concepts, as represented by the schema-abstraction task. The model successfully predicts basic findings from the scheme-abstraction literature, including some that have been cited as evidence against exemplary theories of concepts. (Author/LMO)
Descriptors: Computer Simulation, Cues, Language Processing, Learning Processes
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