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Sorva, Juha; Lönnberg, Jan; Malmi, Lauri – Computer Science Education, 2013
Visual program simulation (VPS) is a new, interactive form of educational program visualisation, in which learners use graphical controls to direct a program's execution rather than simply watching an animation of it. In this article, we report on a qualitative empirical study of novice programmers learning through VPS. From an analysis of…
Descriptors: Visualization, Computer Uses in Education, Interviews, Observation
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O'Connor, Eileen – Journal of Educational Technology Systems, 2013
With the advent of web 2.0 and virtual technologies and new understandings about learning within a global, networked environment, online course design has moved beyond the constraints of text readings, papers, and discussion boards. This next generation of online courses needs to dynamically and actively integrate the wide-ranging distribution of…
Descriptors: Web 2.0 Technologies, Learning Activities, Instructional Development, Instructional Innovation
Association Supporting Computer Users in Education, 2017
The Association Supporting Computer Users in Education (ASCUE) is a group of people interested in small college computing issues. It is a blend of people from all over the country who use computers in their teaching, academic support, and administrative support functions. Begun in 1968 as the College and University Eleven-Thirty Users' Group…
Descriptors: Computer Assisted Instruction, Computer Uses in Education, Computer Software, Conferences (Gatherings)
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Rutten, Nico; van Joolingen, Wouter R.; van der Veen, Jan T. – Computers & Education, 2012
This article reviews the (quasi)experimental research of the past decade on the learning effects of computer simulations in science education. The focus is on two questions: how use of computer simulations can enhance traditional education, and how computer simulations are best used in order to improve learning processes and outcomes. We report on…
Descriptors: Computer Simulation, Learning Processes, Science Education, Conventional Instruction
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Munnerley, Danny; Bacon, Matt; Wilson, Anna; Steele, James; Hedberg, John; Fitzgerald, Robert – Research in Learning Technology, 2012
How can educators make use of augmented reality technologies and practices to enhance learning and why would we want to embrace such technologies anyway? How can an augmented reality help a learner confront, interpret and ultimately comprehend reality itself ? In this article, we seek to initiate a discussion that focuses on these questions, and…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Influence of Technology
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Rogerson-Revell, Pamela; Nie, Ming; Armellini, Alejandro – Open Learning, 2012
We researched the incorporation of three learning technologies (voice boards, i.e. voice-based discussion boards, e-book readers, and Second Life virtual world), into the Master's Programme in Applied Linguistics and Teaching English to Speakers of Other Languages offered by distance learning at the University of Leicester. This small-scale study…
Descriptors: Distance Education, Electronic Learning, Computer Uses in Education, Computer Simulation
Simon, Nicole A. – ProQuest LLC, 2013
Virtual laboratory experiments using interactive computer simulations are not being employed as viable alternatives to laboratory science curriculum at extensive enough rates within higher education. Rote traditional lab experiments are currently the norm and are not addressing inquiry, Critical Thinking, and cognition throughout the laboratory…
Descriptors: Computer Simulation, Computer Uses in Education, Science Laboratories, Teaching Methods
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Inman, Dean P.; Loge, Ken; Cram, Aaron; Peterson, Missy – Journal of Special Education Technology, 2011
This research project studied the effect that a technology-based training program, WheelchairNet, could contribute to the education of children with physical disabilities by providing a chance to practice driving virtual motorized wheelchairs safely within a computer-generated world. Programmers created three virtual worlds for training. Scenarios…
Descriptors: Memory, Assistive Technology, Physical Disabilities, Computer Simulation
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Sheridan, Kimberly M. – Mind, Brain, and Education, 2011
The Studio Thinking Framework (STF) focuses on habits of mind taught through studio arts rather than disciplinary content or media-specific techniques. It is well suited to integrate studies of arts learning and teaching in a range of contexts, and it provides a framework for understanding how visual arts participation is dramatically changing…
Descriptors: Visual Arts, Art Education, Studio Art, Internet
Association Supporting Computer Users in Education, 2019
The Association Supporting Computer Users in Education (ASCUE) is a group of people interested in small college computing issues. It is a blend of people from all over the country who use computers in their teaching, academic support, and administrative support functions. Begun in 1968 as the College and University Eleven-Thirty Users' Group…
Descriptors: Small Colleges, Computer Uses in Education, Educational Technology, Open Educational Resources
Craft, Kirby A. – Online Submission, 2009
How can we train today's workforce with innovative technologies when families are surrounded by state-of-the-art video games and high-definition televisions? Human resource managers and administrators are faced with difficult challenges to prepare beneficial and relevant professional development exercises that engage the minds of their employees.…
Descriptors: Professional Development, Computer Simulation, Educational Technology, Computer Uses in Education
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Eseryel, Deniz; Law, Victor – Technology, Instruction, Cognition and Learning, 2012
Understanding complex systems is fundamental to understanding science. The complexity of science systems makes them very difficult to understand because they are composed of large number of variables with dynamic interdependencies that determines the behavior of the systems. Hence, understanding complex system requires students to build an…
Descriptors: Cognitive Processes, Systems Approach, Inquiry, Active Learning
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Dickinson, J. Barry; Dickinson, Carleen D. – Journal of Instructional Pedagogies, 2012
This study examines the impact that experienced mentoring has on business decisions in a higher education business school. Students, arranged in teams, were given the opportunity to operate virtual companies in a well-known, business simulation program called Capsim. They were required to make decisions concerning marketing, production, finance,…
Descriptors: Business Administration Education, Coaching (Performance), Professional Personnel, Performance
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Amenyo, John-Thones – Journal of Educational Computing Research, 2012
Carefully engineered playable games can serve as vehicles for students and practitioners to learn and explore the programming of advanced computer architectures to execute applications, such as high performance computing (HPC) and complex, inter-networked, distributed systems. The article presents families of playable games that are grounded in…
Descriptors: Educational Games, Computer Games, Computer Uses in Education, Programming
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Berns, Anke; Gonzalez-Pardo, Antonio; Camacho, David – Computers & Education, 2013
This paper presents our recent experiences with the design of game-like applications in 3-D virtual environments as well as its impact on student motivation and learning. Therefore our paper starts with a brief analysis of the motivational aspects of videogames and virtual worlds (VWs). We then go on to explore the possible benefits of both in the…
Descriptors: Educational Games, German, Second Language Instruction, Language Tests
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