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Wallach, Helene S.; Safir, Marilyn P.; Bar-Zvi, Margalit – Behavior Modification, 2009
Public speaking anxiety (PSA) is a common phobia. Although cognitive behavior therapy (CBT) is preferred, difficulties arise with the exposure component (lack of therapist control, patient's inability to imagine, self-flooding, loss of confidentiality resulting from public exposure). Virtual reality CBT (VRCBT) enables a high degree of therapist…
Descriptors: Public Speaking, Computer Simulation, Behavior Modification, Confidentiality
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Bedek, Michael; Seitlinger, Paul; Kopeinik, Simone; Albert, Dietrich – Electronic Journal of e-Learning, 2012
Digital educational games (DEGs) possess the potential of providing an appealing and intrinsically motivating learning context. Usually this potential is either taken for granted or examined through questionnaires or interviews in the course of evaluation studies. However, an "adaptive" game would increase the probability of a DEG being…
Descriptors: Foreign Countries, Educational Games, Computer Games, Computer Simulation
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Patel, K. K.; Vij, S. – IEEE Transactions on Learning Technologies, 2012
The inability to navigate independently and interact with the wider world is one of the most significant handicaps that can be caused by blindness, second only to the inability to communicate through reading and writing. Many difficulties are encountered when visually impaired people (VIP) need to visit new and unknown places. Current speech or…
Descriptors: Foreign Countries, Computer Simulation, Computer Assisted Instruction, Simulated Environment
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Hofstede, Gert Jan; Murff, Elizabeth J. Tipton – Simulation & Gaming, 2012
The game SO LONG SUCKER was designed in the United States in 1964 with the aim of showing how potentially unethical behavior necessary for winning was inherent in the game's incentive structure. Sessions with East Asian participants, however, led to very different game dynamics in which collaborative rather than antagonistic behaviors occurred.…
Descriptors: Foreign Countries, Educational Games, Ethical Instruction, Asians
Pilcher, Jobeth – ProQuest LLC, 2010
An increasing number of technologically enhanced tools are becoming available to meet the ongoing professional development needs of nurses. Only a few studies have addressed nurses' willingness to learn with technology, resulting in the problem of inadequate evidence to guide best practices for technology incorporation into nursing professional…
Descriptors: Nurses, Familiarity, Educational Technology, Professional Development
Keyser, Diane – Online Submission, 2010
To design a series of assessments that could be used to compare the learning gains of high school students studying the cardiopulmonary system using traditional methods to those who used a collaborative computer simulation, called "Mr. Vetro". Five teachers and 264 HS biology students participated in the study. The students were in…
Descriptors: Comparative Analysis, Computer Simulation, Cooperative Learning, Human Body
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See, Lai-Chu; Huang, Yu-Hsun; Chang, Yi-Hu; Chiu, Yeo-Ju; Chen, Yi-Fen; Napper, Vicki S. – Computers & Education, 2010
This study examines the timing using computer-enriched instruction (CEI), before or after a traditional lecture to determine cross-over effect, period effect, and learning effect arising from sequencing of instruction. A 2 x 2 cross-over design was used with CEI to teach central limit theorem (CLT). Two sequences of graduate students in nursing…
Descriptors: Graduate Students, Computer Assisted Instruction, Electronic Learning, Scores
Marshall, Krista Sekeres – Online Submission, 2011
The purpose of this study was to evaluate student understanding and application of computational thinking patterns to novel situations. Over 500 students, who had just designed and programmed a Frogger-style game using the AgentSheets platform, responded to a newly developed video-prompt survey instrument administered in the Fall 2010 semester.…
Descriptors: Video Technology, Grounded Theory, Thinking Skills, Games
Rackler, Angeline – ProQuest LLC, 2011
A new trend in e-learning development is to have subject matter experts use rapid development tools to create training simulations. This type of training is called rapid e-learning simulation training. Though companies are using rapid development tools to create training quickly and cost effectively, there is little empirical research to indicate…
Descriptors: Foreign Countries, Computer Assisted Instruction, Electronic Learning, Experimental Groups
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Ucar, Sedat; Trundle, Kathy Cabe – Computers & Education, 2011
Students are often unable to collect the real-time data necessary for conducting inquiry in science classrooms. Web-based, real-time data could, therefore, offer a promising tool for conducting scientific inquiries within classroom environments. This study used a quasi-experimental research design to investigate the effects of inquiry-based…
Descriptors: Grounded Theory, Preservice Teachers, Elementary School Science, Methods Courses
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Hall, L. O.; Soderstrom, T.; Ahlqvist, J.; Nilsson, T. – Journal of Computer Assisted Learning, 2011
This article is about collaborative learning with educational computer-assisted simulation (ECAS) in health care education. Previous research on training with a radiological virtual reality simulator has indicated positive effects on learning when compared to a more conventional alternative. Drawing upon the field of Computer-Supported…
Descriptors: Feedback (Response), Computer Simulation, Allied Health Occupations Education, Achievement Tests
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De Nil, Luc F.; Beal, Deryk S.; Lafaille, Sophie J.; Kroll, Robert M.; Crawley, Adrian P.; Gracco, Vincent L. – Brain and Language, 2008
Functional magnetic resonance imaging was used to investigate the neural correlates of passive listening, habitual speech and two modified speech patterns (simulated stuttering and prolonged speech) in stuttering and nonstuttering adults. Within-group comparisons revealed increased right hemisphere biased activation of speech-related regions…
Descriptors: Stuttering, Adults, Simulation, Comparative Analysis
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White, Chris M.; Koehler, Derek J. – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2007
Choice strategies for selecting among outcomes in multiple-cue probability learning were investigated using a simulated medical diagnosis task. Expected choice probabilities (the proportion of times each outcome was selected given each cue pattern) under alternative choice strategies were constructed from corresponding observed judged…
Descriptors: Probability, Educational Environment, Cues, Comparative Analysis
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Woods, Carol M. – Multivariate Behavioral Research, 2009
Differential item functioning (DIF) occurs when an item on a test or questionnaire has different measurement properties for 1 group of people versus another, irrespective of mean differences on the construct. This study focuses on the use of multiple-indicator multiple-cause (MIMIC) structural equation models for DIF testing, parameterized as item…
Descriptors: Test Bias, Structural Equation Models, Item Response Theory, Testing
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Koch, Douglas – Journal of Technology Education, 2011
The purpose of this study was to determine whether or not the use of solid modeling software increases participants' success in solving a specified technical problem and how visualization affects their ability to solve a technical problem. Specifically, the study sought to determine if (a) students' visualization skills affect their problem…
Descriptors: Engineering Technology, Spatial Ability, Visualization, Perception Tests
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