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Showing 1 to 15 of 18 results Save | Export
Federley, Maija; Sorsa, Timo; Paavilainen, Janne; Boissonnier, Kimo; Seisto, Anu – International Association for Development of the Information Society, 2014
This position paper presents the first results of an on-going project, in which we explore rapid prototyping method to efficiently produce digital learning solutions that are commercially viable. In this first phase, rapid game prototyping and an iterative approach was tested as a quick and efficient way to create learning games and to evaluate…
Descriptors: Models, Telecommunications, Educational Games, Simulated Environment
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Pellas, Nikolaos; Boumpa, Anna – Journal of Educational Computing Research, 2016
A considerable interest in using three-dimensional multi-user virtual worlds for different educational disciplines has been widely observed. Despite the potential benefits of this technology, many questions still remain open, as far as the design of appropriate activities in well-defined instructional design frameworks and their effectiveness on…
Descriptors: Preservice Teachers, Language Teachers, Professional Continuing Education, Comparative Analysis
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Cai, Su; Chiang, Feng-Kuang; Sun, Yuchen; Lin, Chenglong; Lee, Joey J. – Interactive Learning Environments, 2017
Educators must address several challenges inherent to the instruction of scientific disciplines such as physics -- expensive or insufficient laboratory equipment, equipment error, difficulty in simulating certain experimental conditions. Augmented reality (AR) can be a promising approach to address these challenges. In this paper, we discuss the…
Descriptors: Computer Simulation, Simulated Environment, Science Instruction, Physics
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Gorlewicz, Jenna L.; Kratchman, Louis B.; Webster, Robert J., III – Advances in Engineering Education, 2014
The haptic paddle is a force-feedback joystick used at several universities in teaching System Dynamics, a core mechanical engineering undergraduate course where students learn to model dynamic systems in several domains. A second goal of the haptic paddle is to increase the accessibility of robotics and haptics by providing a low-cost device for…
Descriptors: College Instruction, Laboratory Equipment, Undergraduate Students, Engineering Education
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Dickey, Michele D. – Educational Technology Research and Development, 2011
The purpose of this study is to address the pragmatics of integrating virtual worlds for teaching and learning for K-12 education. Specifically this qualitative investigation focuses on a reflective dialogue gathered from a group of K-12 (primary and secondary school) educators about their experiences using both "Active Worlds Educational…
Descriptors: Elementary School Teachers, Secondary School Teachers, Educational Technology, Barriers
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Thompson, Kate; Reimann, Peter – Computers & Education, 2010
A classification system that was developed for the use of agent-based models was applied to strategies used by school-aged students to interrogate an agent-based model and a system dynamics model. These were compared, and relationships between learning outcomes and the strategies used were also analysed. It was found that the classification system…
Descriptors: Prior Learning, Classification, Comparative Analysis, Models
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Urban-Woldron, Hildegard – Journal of Computers in Mathematics and Science Teaching, 2009
Appropriate educational technologies have the potential to make physics' concepts more accessible through visualization, modeling and multiple representations. Students are engaged in more powerful scientific activities and they are able to perform investigations that would not be possible without the use of technology. This paper presents…
Descriptors: Physics, Computer Software, Educational Technology, Internet
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Klopfer, Eric; Scheintaub, Hal; Huang, Wendy; Wendel, Daniel; Roque, Ricarose – E-Learning, 2009
StarLogo The Next Generation (TNG) enables secondary school students and teachers to model decentralized systems through agent-based programming. TNG's inclusion of a three-dimensional graphical environment provides the capacity to create games and simulation models with a first-person perspective. The authors theorize that student learning of…
Descriptors: Curriculum Development, Creative Thinking, Secondary School Students, Pilot Projects
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Frontera, Eloi Biosca – Themes in Science and Technology Education, 2009
This article is a summary and conclusions of a field study carried out in a secondary education classroom with the aim of experimenting and observing how 13-year-old students learn the history of architecture by using complex virtual reality software. Within the framework of autonomous and active learning, students act as builders of some of the…
Descriptors: Early Adolescents, Secondary School Students, Computer Simulation, Simulated Environment
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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
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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
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Mathews, James M. – English Teaching: Practice and Critique, 2010
The article presents a brief overview of the Neighbourhood Game Design Project, a studio-based curriculum intervention aimed at engaging students in the design of place-based mobile games and interactive stories using geo-locative technologies (for example, GPS enabled cell phones). It describes the three curricular components that defined the…
Descriptors: Curriculum Development, Teaching Methods, Design, Curriculum Implementation
Sánchez, Inmaculada Arnedillo, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2013
These proceedings contain the papers of the International Conference on Mobile Learning 2013, which was organised by the International Association for Development of the Information Society, in Lisbon, Portugal, March 14-16, 2013. The Mobile Learning 2013 International Conference seeks to provide a forum for the presentation and discussion of…
Descriptors: Conference Papers, Telecommunications, Technology Uses in Education, Educational Technology
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Birchfield, David; Megowan-Romanowicz, Colleen – International Journal of Computer-Supported Collaborative Learning, 2009
Conversational technologies such as email, chat rooms, and blogs have made the transition from novel communication technologies to powerful tools for learning. Currently virtual worlds are undergoing the same transition. We argue that the next wave of innovation is at the level of the computer interface, and that mixed-reality environments offer…
Descriptors: Elementary Secondary Education, Achievement Gains, Student Participation, Earth Science
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Krange, Ingeborg; Ludvigsen, Sten – International Journal of Computer-Supported Collaborative Learning, 2008
This article discusses the relationship between procedural and conceptual problem solving in a computer-supported collaborative learning (CSCL) environment designed within the field of science education. The contribution of this article, and our understanding of this phenomenon, is anchored in our socio-cultural interpretation, and that implies…
Descriptors: Interaction Process Analysis, Cooperative Learning, Problem Solving, Interaction
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