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A Web-Based Lean Simulation Game for Office Operations: Training the Other Side of a Lean Enterprise
Kuriger, Glenn W.; Wan, Huang-da; Mirehei, S. Moussa; Tamma, Saumya; Chen, F. Frank – Simulation & Gaming, 2010
This research proposes a Web-based version of a lean office simulation game (WeBLOG). The game is designed to be used to train lean concepts to office and administrative personnel. This group belongs to the frequently forgotten side of a lean enterprise. Over four phases, the game presents the following seven lean tools: one-piece flow,…
Descriptors: Educational Games, Administrators, Manufacturing, Business Administration
Barwell, Graham; Moore, Chris; Walker, Ruth – Australasian Journal of Educational Technology, 2011
The model of learning best suited to the future may be one which sees learning as the process of managing the different kinds of participation an individual might have in complex social systems. Learning capability and engagement is thus dependent on the relationship between an individual identity and social systems. We report on the incorporation…
Descriptors: Social Systems, Pilot Projects, Computer Assisted Instruction, Student Evaluation
Clarke, Jody; Dede, Chris – Journal of Science Education and Technology, 2009
One-size-fits-all educational innovations do not work because they ignore contextual factors that determine an intervention's efficacy in a particular local situation. This paper presents a framework on how to design educational innovations for scalability through enhancing their adaptability for effective usage in a wide variety of settings. The…
Descriptors: Educational Innovation, Virtual Classrooms, Case Studies, Middle Schools
Ray, Beverly; Coulter, Gail A. – Journal of Digital Learning in Teacher Education, 2010
This research examined the change in the perceptions of preservice teachers regarding the use of digital minigames to support middle school level social studies learning. The results of a Wilcoxon Signed Ranks Test for matched pairs revealed that participants' (N = 18) perceptions were positively modified by participation in a series of digital…
Descriptors: Preservice Teachers, Middle Schools, Elementary Education, Educational Games
Chase, Catherine C.; Chin, Doris B.; Oppezzo, Marily A.; Schwartz, Daniel L. – Journal of Science Education and Technology, 2009
Betty's Brain is a computer-based learning environment that capitalizes on the social aspects of learning. In Betty's Brain, students instruct a character called a Teachable Agent (TA) which can reason based on how it is taught. Two studies demonstrate the "protege effect": students make greater effort to learn for their TAs than they do…
Descriptors: Learning Activities, Student Motivation, Grade 8, Grade 5
Warren, Scott J.; Stein, Richard A.; Dondlinger, Mary Jo; Barab, Sasha A. – Journal of Educational Computing Research, 2009
The number of games, simulations, and multi-user virtual environments designed to promote learning, engagement with subject matter, or intended to contextualize learning has been steadily increasing over the past decade. While the use of these digital designs in educational settings has begun to show promise for improving learning, motivation, and…
Descriptors: Instructional Design, Virtual Classrooms, Writing Skills, Educational Games
Tichon, Jennifer G.; Wallis, Guy M. – Behaviour & Information Technology, 2010
Through repeated practice under conditions similar to those in real-world settings, simulator training prepares an individual to maintain effective performance under stressful work conditions. Interfaces offering high fidelity and immersion can more closely reproduce real-world experiences and are generally believed to result in better learning…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Computer Assisted Instruction
Lindgren, Robb – ProQuest LLC, 2009
An extensive research literature in education and psychology demonstrates positive effects of perspective-taking on various forms of learning. Until recently, perspective-taking has been limited to the mental simulation of how someone with different beliefs, knowledge, physical location, etc., perceives an object or event. Over the last decade…
Descriptors: Photography, Videotape Recorders, Educational Technology, Training Methods
Rimmington, Glyn M.; Alagic, Mara – International Journal of Learning and Change, 2009
Learning organisations face new challenges in the 21st century. Increased flow of trade in commodities, manufactured goods and information as well as mobility of people have led to increased global interdependence, interconnectedness and cultural diversity. People and teams within learning organisations have become globally distributed with the…
Descriptors: Intercultural Communication, Communication Strategies, Perspective Taking, Cultural Pluralism
Rafi, Ahmad; Samsudin, Khairulanuar – British Journal of Educational Technology, 2009
An experimental study involving 30 undergraduates (mean age = 20.5 years) in mental rotation (MR) training was conducted in an interactive Desktop Mental Rotation Trainer (iDeMRT). Stratified random sampling assigned students into one experimental group and one control group. The former trained in iDeMRT and the latter trained in conventional…
Descriptors: Experimental Groups, Control Groups, Computer Assisted Instruction, Statistical Analysis
Lunetta, Vincent N. – Educational Technology, 1977
Students explore the effects of a variety of teaching styles and strategies on interpersonal incidents in teaching. (DAG)
Descriptors: Computer Assisted Instruction, Interpersonal Competence, Simulated Environment, Teacher Education
Veletsianos, George – Computers & Education, 2010
Humans draw on their stereotypic beliefs to make assumptions about others. Even though prior research has shown that individuals respond socially to media, there is little evidence with regards to learners stereotyping and categorizing pedagogical agents. This study investigated whether learners stereotype a pedagogical agent as being…
Descriptors: Computer Assisted Instruction, Artists, Scientists, Context Effect
Haake, Magnus; Gulz, Agneta – International Journal of Artificial Intelligence in Education, 2009
The paper presents a theoretical framework addressing three aspects of embodied pedagogical agents: visual static appearance, pedagogical role, and communicative style. The framework is then applied to a user study where 90 school children (aged 12-15) in a dummy multimedia program were presented with either an instructor or a learning companion…
Descriptors: Foreign Countries, Computer Assisted Instruction, Multimedia Materials, Computer Graphics
Hauptman, Hanoch – Computers & Education, 2010
Developing a software environment to enhance 3D geometric proficiency demands the consideration of theoretical views of the learning process. Simultaneously, this effort requires taking into account the range of tools that technology offers, as well as their limitations. In this paper, we report on the design of Virtual Spaces 1.0 software, a…
Descriptors: Computer Software, Educational Technology, Spatial Ability, Geometric Concepts
Tsiatsos, Thrasyvoulos; Andreas, Konstantinidis; Pomportsis, Andreas – Educational Technology & Society, 2010
In this paper we will focus on a specific category of Collaborative Virtual Environments that aims to support Collaborative Learning. We call these environments Collaborative Educational Virtual Environments. Our aim is to analyze the evaluation process through the study of relevant bibliography and by doing so reveal the existing research gap…
Descriptors: Evaluation Methods, Educational Technology, Virtual Classrooms, Educational Environment

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