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Panagiotidis, Panagiotis – Research-publishing.net, 2013
Foreign language teachers are nowadays required to respond to the changes provoked by the advent of web 2.0 and the developments it has introduced in the learning behaviour of users, and to adopt a new teaching approach, integrating users' online social activities in their educational practice. In this new educational approach, users must be able…
Descriptors: Virtual Classrooms, Communities of Practice, Web 2.0 Technologies, Second Language Programs
Masek, Martin; Murcia, Karen; Morrison, Jason; Newhouse, Paul; Hackling, Mark – Australian Association for Research in Education (NJ1), 2012
Transformational games are digital computer and video applications purposefully designed to create engaging and immersive learning environments for delivering specified learning goals, outcomes and experiences. The virtual world of a transformational game becomes the social environment within which learning occurs as an outcome of the complex…
Descriptors: Social Environment, Video Technology, Computer Games, Scientific Principles
Erlandson, Robert F. – 2002
This paper examines how teachers, as educational designers, can utilize universal design for learning (UDL) concepts. UDL is a comprehensive approach to the design of educational systems that addresses elements necessary for the achievement of desired educational goals and objectives: elements such as equity among the participants, environmental…
Descriptors: Computer Assisted Instruction, Computer Uses in Education, Design Preferences, Designers
Bao, Julie Qiu – 1998
This paper examines how values education is taught in Chinese and American elementary schools and what values are advocated in Chinese and American elementary textbooks. Differences in attitude, content, method, and outcome are analyzed in the context of social and cultural backgrounds. It is concluded that American textbooks tend to emphasize…
Descriptors: Comparative Analysis, Computer Software, Cultural Differences, Design Preferences
Slawson, Brian – 1994
The HyperGLOB project introduced university-level graphic design students to interactive multimedia. This technology involves using the personal computer to display and manipulate a variety of electronic media simultaneously (combining elements of text and speech, music and sound, still images, motion video, and animated graphics) and allows…
Descriptors: College Students, Computer Graphics, Computer Science Education, Computer Uses in Education

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