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Marino, Matthew T.; Tsurusaki, Blakely K.; Basham, James D. – Science Teacher, 2011
Have you ever bought a computer program that you thought would be great for your struggling students, only to find that it did not work on your school computers, or that your students found it difficult to use? Selecting science software for students with learning and other disabilities can be a challenge. This Idea Bank provides a list of…
Descriptors: Access to Computers, Computer Software, Educational Technology, Disabilities
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Pasin, Federico; Giroux, Helene – Computers & Education, 2011
This study presents a new simulation game and analyzes its impact on operations management education. The proposed simulation was empirically tested by comparing the number of mistakes during the first and second halves of the game. Data were gathered from 100 teams of four or five undergraduate students in business administration, taking their…
Descriptors: Undergraduate Students, Business Administration Education, Teaching Methods, Educational Games
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
O'Donnell, Hugh – Online Submission, 2015
Literacy remains an area of concern in early secondary education in Scotland (ages 12-14), with recent research suggesting a continued decline in attainment levels. As literacy underpins learning, interdisciplinary and collaborative approaches to teaching literacy are now being emphasized through the new Curriculum for Excellence that aims to…
Descriptors: Foreign Countries, Educational Games, Computer Simulation, Astronomy
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Levac, Danielle; Miller, Patricia; Missiuna, Cheryl – Physical & Occupational Therapy in Pediatrics, 2012
Little is known about how therapists promote learning of functional motor skills for children with acquired brain injuries. This study explores physiotherapists' description of these interventions in comparison to virtual reality (VR) video game-based therapy. Six physiotherapists employed at a children's rehabilitation center participated in…
Descriptors: Intervention, Video Games, Neurological Impairments, Computer Simulation
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Kennedy-Clark, Shannon; Thompson, Kate – International Journal of Virtual and Personal Learning Environments, 2013
The purpose of this paper is to demonstrate the value of using discourse analysis to understand users' interactions in a scenario-based virtual environment. This study investigated six dyads' synchronous discourses while they worked side-by-side to plan and implement goal-related decisions in a virtual inquiry. The Collaborative Process Analysis…
Descriptors: Discourse Analysis, Interaction, Simulated Environment, Computer Simulation
Ham, MyungJoo – ProQuest LLC, 2009
We propose market-based coordinated task allocation mechanisms, which allocate complex tasks that require synchronized and collaborated services of multiple robot agents to robot agents, and an auditing mechanism, which ensures proper behaviors of robot agents by verifying inter-agent activities, for self-interested, fully-distributed, and…
Descriptors: Robotics, Coordination, Audits (Verification), Game Theory
de Freitas, Sara – Adults Learning, 2009
For many people, the story about a couple who divorced after "virtual affairs" in Second Life may have been their first introduction to virtual worlds. And that's unfortunate, because Serious Virtual Worlds--interactive environments, usually made up of 3D graphics, which can be explored by many users at the same time--have the potential to help…
Descriptors: Interpersonal Relationship, Interaction, Adult Educators, Teaching Methods
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Liu, Chang; Franklin, Teresa; Shelor, Roger; Ozercan, Sertac; Reuter, Jarrod; Ye, En; Moriarty, Scott – American Journal of Business Education, 2011
Game-like three-dimensional (3D) virtual worlds have become popular venues for youth to explore and interact with friends. To bring vital financial literacy education to them in places they frequent, a multi-disciplinary team of computer scientists, educators, and financial experts developed a youth-oriented financial literacy education game in…
Descriptors: Money Management, Teaching Methods, Computer Simulation, Educational Games
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Siyahhan, Sinem; Barab, Sasha; James, Carrie – Journal of Interactive Learning Research, 2011
In this study, we explored a new experimental methodology for investigating children's (ages 10 to 14) stances with respect to the ethics of online identity play. We used a scenario about peer identity misrepresentation embedded in a 3D virtual game environment and randomly assigned 265 elementary students (162 female, 103 male) to three…
Descriptors: Elementary School Students, Computer Mediated Communication, Computer Simulation, Video Games
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Graham, Kerrie Lewis – American Journal of Play, 2010
Millions of children and adults devote much of their leisure time to playing massively multiplayer online role-playing games (MMORPGs). Most observers commonly categorize computer games as a play activity, but this article asks whether MMORPGs contain activities that might not be play. The author examines the phenomenon of online gaming and…
Descriptors: Computer Games, Computer Simulation, Role Playing, Play
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Kopainsky, Birgit; Pedercini, Matteo; Davidsen, Pal I.; Alessi, Stephen M. – Simulation & Gaming, 2010
Simulation models provide decision support to long-term planning processes. The Bergen Learning Environment for National Development (BLEND) is a game based on a simplified version of Millennium Institute's Threshold 21 model (T21) that sensitizes policy makers in sub-Saharan African nations to the need for simulation-based decision support. The…
Descriptors: Behavior Patterns, Academic Achievement, Models, Computer Simulation
Association Supporting Computer Users in Education, 2018
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 Uses in Education, Conferences (Gatherings), College Students, Portfolios (Background Materials)
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Ellington, Henry – Simulation & Gaming, 2012
In this invited autobiography, the author describes the impact that educational gaming and simulation has had on his professional career. He begins by reviewing his early life and education in Aberdeen and his subsequent work as a research scientist, schoolteacher, and physics lecturer. He then shows how he changed disciplines from physics to…
Descriptors: Curriculum Development, Educational Games, Systems Approach, Autobiographies
Baek, Youngkyun; Whitton, Nicola – IGI Global, 2013
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on…
Descriptors: Foreign Countries, Educational Technology, Student Attitudes, Second Language Learning
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