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Aleckson, Jon D. – ProQuest LLC, 2010
This study explored how educational technology development leaders can facilitate increased collaboration between the instructional design and development team and faculty member experts when developing games and simulations. A qualitative, case study method was used to analyze interviews and documents, and Web postings related specifically to…
Descriptors: Expertise, Instructional Design, Cooperation, Educational Technology
Smith, Andy – Journal of Interactive Learning Research, 2010
Currently the news is awash with reports of high-profile corporate and political scandals and revelations around unethical work and corrupt practices. Unfortunately this shows little sign of abating with a very high proportion of young people displaying cynical and possibly corrosive attitudes around ethics in the work-place. It is clearly…
Descriptors: Affective Behavior, Ethics, Negative Attitudes, Computer Mediated Communication
Aberle, Ingo; Rendell, Peter G.; Rose, Nathan S.; McDaniel, Mark A.; Kliegel, Matthias – Developmental Psychology, 2010
Previous research has identified the age prospective memory paradox of age-related declines in laboratory settings in contrast to age benefits in naturalistic settings. Various factors are assumed to account for this paradox, yet empirical evidence on this issue is scarce. In 2 experiments, the present study examined the effect of task setting in…
Descriptors: Motivation, Young Adults, Age Differences, Laboratories
Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2017
For the fortieth time, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Jacksonville, Florida. The Proceedings of AECT's Convention are published in two volumes.…
Descriptors: Conference Papers, Educational Technology, Technology Uses in Education, Educational Games
Duncan, Ishbel; Miller, Alan; Jiang, Shangyi – British Journal of Educational Technology, 2012
Virtual worlds are an important tool in modern education practices as well as providing socialisation, entertainment and a laboratory for collaborative work. This paper focuses on the uses of virtual worlds for education and synthesises over 100 published academic papers, reports and educational websites from around the world. A taxonomy is then…
Descriptors: Foreign Countries, Educational Technology, Computer Simulation, Simulation
Lin, Hao-Chiang Koong; Hsieh, Min-Chai; Wang, Cheng-Hung; Sie, Zong-Yuan; Chang, Shei-Hsi – Turkish Online Journal of Educational Technology - TOJET, 2011
In this study, we develop an interactive AR Learning System based on Augmented Reality and interactive touch-screen. The learning content knowledge is about conservation of fish in Taiwan. The system combines the game by the concept of AR book which allows children to learn about the importance of conservation of fish. A mechanism is designed to…
Descriptors: Animals, Conservation (Concept), Foreign Countries, Usability
Harrington, M. C. R. – IEEE Transactions on Learning Technologies, 2011
Over the past 20 years, there has been a debate on the effectiveness of virtual reality used for learning with young children, producing many ideas but little empirical proof. This empirical study compared learning activity in situ of a real environment (Real) and a desktop virtual reality (Virtual) environment, built with video game technology,…
Descriptors: Computer Uses in Education, Environmental Education, Elementary School Students, Computer Simulation
Demski, Jennifer – T.H.E. Journal, 2009
For a growing group of educators, the online role-playing game World of Warcraft, Blizzard Entertainment's massively popular massively multiplayer online role-playing game (MMORPG), is a place to go to relax, network, and discover potential learning strategies-- and slay a few monsters if they get in the way. The online role-playing game World of…
Descriptors: Video Games, Role Playing, Fantasy, Computer Mediated Communication
Bickford, Rebekah S. – Communique, 2010
This fall, the U.S. Supreme Court will hear arguments in a case that promises to affect the lives of many children. Up for debate is whether a law aimed at curbing children's access to violent video games violates their constitutional right to free speech. Signed 5 years ago by Governor Schwarzenegger, the California statute, which has yet to take…
Descriptors: Racquet Sports, Sexual Abuse, Video Games, Computer Simulation
Kongmee, Isara; Strachan, Rebecca; Pickard, Alison; Montgomery, Catherine – International Journal of Virtual and Personal Learning Environments, 2012
Massively Multiplayer Online Role Playing Games (MMORPGs) create large virtual communities. Online gaming shows potential not just for entertaining, but also in education. This research investigates the use of commercial MMORPGs to support second language teaching. MMORPGs offer virtual safe spaces in which students can communicate by using their…
Descriptors: Computer Games, Role Playing, Second Language Learning, Computer Simulation
Seagull, F. Jacob – Journal of Continuing Education in the Health Professions, 2012
Human factors (HF) is a discipline often drawn upon when there is a need to train people to perform complex, high-stakes tasks and effectively assess their performance. Complex tasks often present unique challenges for training and assessment. HF has developed specialized techniques that have been effective in overcoming several of these…
Descriptors: Medical Education, Professional Continuing Education, Training Methods, Guidelines
Vernadakis, Nikolaos; Gioftsidou, Asimenia; Antoniou, Panagiotis; Ioannidis, Dionysis; Giannousi, Maria – Computers & Education, 2012
The purpose of this study was to determine whether there is a difference between an exergame-based and a traditional balance training program, in undergraduate Physical Education students. Thirty two third-year undergraduate students at the Democritus University of Thrace were randomly divided into two training program groups of 16 students each,…
Descriptors: Foreign Countries, Undergraduate Students, Physical Education, Exercise
Johnson, Taylor E.; Dixon, Mark R. – Journal of Applied Behavior Analysis, 2009
Past research has demonstrated a transformation of stimulus functions under similar conditions using gambling tasks and adults (e.g., Zlomke & Dixon, 2006), and the present study attempted to extend this research. Experimenters exposed 7 children (ages 7 to 10 years) to a simulated board game with concurrently available dice differing only by…
Descriptors: Cues, Addictive Behavior, Children, Discrimination Learning
Scarlatos, Tony – Journal of Educational Technology Systems, 2013
Exploring the Solar System in the elementary school curriculum has traditionally involved activities, such as building scale models, to help students visualize the vastness of space and the relative size of the planets and their orbits. Today, numerous websites provide a wealth of information about the sun and the planets, combining text, photos,…
Descriptors: Multimedia Instruction, Computer Software, Computer Simulation, Educational Games
Stewart, Alice C.; Williams, Jacqueline; Smith-Gratto, Karen; Black, Sylvia Sloan; Kane, Betty Turner – Decision Sciences Journal of Innovative Education, 2011
In this pilot research we examine the impact of two leadership development training programs on the ability of students to acquire knowledge, share knowledge, and apply knowledge for organizational decision making. One program emphasized concepts and case-based application based on a technical learning paradigm. The other program used a game-based…
Descriptors: Leadership Training, Program Effectiveness, Decision Making, Learning

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