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Bronack, Stephen; Sanders, Robert; Cheney, Amelia; Riedl, Richard; Tashner, John; Matzen, Nita – International Journal of Teaching and Learning in Higher Education, 2008
As the use of 3D immersive virtual worlds in higher education expands, it is important to examine which pedagogical approaches are most likely to bring about success. AET Zone, a 3D immersive virtual world in use for more than seven years, is one embodiment of pedagogical innovation that capitalizes on what virtual worlds have to offer to social…
Descriptors: Constructivism (Learning), Teaching Methods, Computer Uses in Education, Computer Simulation
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Price, Colin B. – Simulation & Gaming, 2008
Commercial computer games contain "physics engine" components, responsible for providing realistic interactions among game objects. The question naturally arises of whether these engines can be used to develop educational materials for high school and university physics education. To answer this question, the author's group recently conducted a…
Descriptors: Physics, Computers, Games, Science Education
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Burkholder, Phillip R.; Purser, Gordon H.; Cole, Renee S. – Journal of Chemical Education, 2008
Intermolecular forces play an important role in many aspects of chemistry ranging from inorganic to biological chemistry. These forces dictate molecular conformation, species aggregation (including self-assembly), trends in solubility and boiling points, adsorption characteristics, viscosity, phase changes, surface tension, capillary action, vapor…
Descriptors: Advanced Courses, Chemistry, Molecular Structure, Science Instruction
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Ensslin, Astrid; Slocombe, Will – Arts and Humanities in Higher Education: An International Journal of Theory, Research and Practice, 2012
This study reports on the pedagogic rationale, didactic design and implications of an AHRC-funded doctoral training scheme in collaborative and digital multimedia in the humanities. In the second part of this article we discuss three areas of provision that were identified as particularly significant and/or controversial. These include (1) desktop…
Descriptors: Foreign Countries, Desktop Publishing, Humanities, Multimedia Materials
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Salmon, Gilly; Nie, Ming; Edirisingha, Palitha – Educational Research, 2010
Background: In the 1990s, Salmon developed a five-stage model for enabling and scaffolding remote groups to work and learn together using asynchronous bulletin boards. The model has informed online learning and development practice across different levels and education for online and blended learning. Purpose: This paper reports our testing of the…
Descriptors: Photography, Archaeology, Cognitive Mapping, Scaffolding (Teaching Technique)
Demski, Jennifer – Campus Technology, 2009
According to the 2008 Community College Survey of Student Engagement (CCSSE): 82 percent of community college students surveyed have part-time jobs (and over half of this group works more than 20 hours a week); almost all (93 percent) reported commuting to campus and 21 percent said they spend between six and 20 hours a week in the commute;…
Descriptors: College Students, Community Colleges, Learner Engagement, Student Characteristics
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Morey, Jim – International Journal of Computers for Mathematical Learning, 2006
This paper introduces the language associated with a polygon microworld called Polygon R&D, which has the mathematical crispness of Logo and has the discreteness and simplicity of a Turing machine. In this microworld, polygons serve two purposes: as agents (similar to the turtles in Logo), and as data (landmarks in the plane). Programming the…
Descriptors: Programming, Mathematics, Computer Uses in Education, Courseware
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McFadden, John – Journal of Technology in Counseling, 2000
This manuscript traces the history of computer technologies, their applications in mental health settings, and suggests that transcultural counselor educators engage their students in the design of a case-based computer simulation. The avatar-focused simulation offers an unprecedented environment for experimentation in collaborative learning and…
Descriptors: Computer Simulation, Computer Uses in Education, Counselor Training, Mental Health
Bugeja, Micheal J. – Chronicle of Higher Education, 2007
Most people have at least secondhand knowledge about Second Life, a virtual-reality world created by Linden Lab, in which avatars (digital characters) lease "islands" for real-life purposes--to sell products, conduct classes, do research, hold conferences, and even recruit for admissions. About nine million avatars reportedly interact on this…
Descriptors: Mass Media, Technology Uses in Education, Computer Simulation, Computer Uses in Education
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Tay, Lee Yong; Lim, Cher Ping – Educational Media International, 2010
This paper examines how a game-like 3D Multi-User Virtual Environment (MUVE), Quest Atlantis (QA), is used in an after-school programme to engage a group of 14 academically at-risk primary students in their learning. It adopts an activity theoretical perspective to identify the disturbances and contradictions during the implementation of the…
Descriptors: Virtual Classrooms, Social Environment, Information Technology, At Risk Students
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Fang, Yu-Shen; Lee, Lung-Sheng – Interactive Technology and Smart Education, 2009
Purpose: Applications of online Second Life (SL) prevail over the world. The purpose of this paper is to make a review and synthesis of recent research studies on SL. Design/methodology/approach: Documental analysis is employed. Totally, 135 research publications, published in 2006-2008, are reviewed and synthesized. Findings: Findings are as…
Descriptors: Educational Research, Research Methodology, Literature Reviews, Research Reports
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Abdullah, Sopiah; Shariff, Adilah – EURASIA Journal of Mathematics, Science & Technology Education, 2008
The purpose of the study was to investigate the effects of inquiry-based computer simulation with heterogeneous-ability cooperative learning (HACL) and inquiry-based computer simulation with friendship cooperative learning (FCL) on (a) scientific reasoning (SR) and (b) conceptual understanding (CU) among Form Four students in Malaysian Smart…
Descriptors: Computer Simulation, Cooperative Learning, Teaching Methods, Scientific Principles
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Ting, Choo-Yee; Phon-Amnuaisuk, Somnuk; Chong, Yen-Kuan – Educational Technology & Society, 2008
This article aims at discussing how Dynamic Decision Network (DDN) can be employed to tackle the challenges in modeling temporally variable scientific inquiry skills and provision of adaptive pedagogical interventions in INQPRO, a scientific inquiry exploratory learning environment for learning O'level Physics. We begin with an overview of INQPRO…
Descriptors: Discovery Learning, Educational Environment, Science Instruction, Inquiry
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Nelson, Brian C.; Ketelhut, Diane Jass – Educational Psychology Review, 2007
In this paper, we present a review of research into the problems of implementing authentic scientific inquiry curricula in schools and the emerging use of educational Multi-User Virtual Environments (MUVEs) to support interactive scientific inquiry practices. Our analysis of existing literature in this growing area of study reveals three recurrent…
Descriptors: National Standards, Teachers, Science Education, Inquiry
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Turinsky, Andrei L.; Fanea, Elena; Trinh, Quang; Wat, Stephen; Hallgrimsson, Benedikt; Dong, Xiaoli; Shu, Xueling; Stromer, Julie N.; Hill, Jonathan W.; Edwards, Carol; Grosenick, Brenda; Yajima, Masumi; Sensen, Christoph W. – Anatomical Sciences Education, 2008
The authors have created a software system called the CAVEman, for the visual integration and exploration of heterogeneous anatomical and biomedical data. The CAVEman can be applied for both education and research tasks. The main component of the system is a three-dimensional digital atlas of the adult male human anatomy, structured according to…
Descriptors: Workstations, Computer Software, Computers, Biomedicine
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