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Keskitalo, Tuulikki – Teachers and Teaching: Theory and Practice, 2011
This research article focuses on virtual reality (VR) and simulation-based training, with a special focus on the pedagogical use of the Virtual Centre of Wellness Campus known as ENVI (Rovaniemi, Finland). In order to clearly understand how teachers perceive teaching and learning in such environments, this research examines the concepts of…
Descriptors: Computer Simulation, Problem Based Learning, Experiential Learning, Foreign Countries
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Eaton, Lynn Jones; Guerra, Mario; Corliss, Stephanie; Jarmon, Leslie – Educational Media International, 2011
For the first time in history, an entire statewide public institution of higher education is extending all of its 16 campuses into the online virtual world of Second Life and is creating one of the largest virtual collaborative learning communities in the world. There are three levels of assessment and research for this initial-entry project: (1)…
Descriptors: Public Colleges, Cooperative Learning, Interdisciplinary Approach, Barriers
Merchant, Zahira – Online Submission, 2010
The purpose of the observational study was to investigate whether spaces in Second Life (SL) displaying interactive scientific exhibits can become potential avenues to promote inquiry in teaching scientific concepts. 42 SL spaces (islands) were selected using inclusion/exclusion criteria out of 155 spaces that were found using three different…
Descriptors: Scientific Concepts, Exhibits, Science Education, Computer Simulation
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Wang, Yanwu; Fan, Chunli; Yang, Li; Sun, Fengrui – European Journal of Physics, 2010
A three-dimensional heat transfer model is built according to the rotor structure of an asynchronous motor, and three-dimensional temperature fields of the rotor under different working conditions, such as the unloaded, rated loaded and that with broken rotor bars, are studied based on the finite element numerical method and experiments. The…
Descriptors: Heat, Climate, Physics, Science Instruction
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Doyle, Denise – Learning, Media and Technology, 2010
The "Immersed in Learning" project began in 2007 to evaluate the use of 3D virtual worlds as a teaching and learning tool in undergraduate programmes in digital media at the University of Wolverhampton, UK. A question that the research set out to explore was what were the benefits of integrating 3D immersive learning with face-to-face…
Descriptors: Foreign Countries, Evaluation Methods, Computer Simulation, Teaching Methods
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Thomas, David; Hollander, Justin B. – Learning, Media and Technology, 2010
This study interrogates the idea of using videogames and game-like virtual worlds as a means to advance studio education pedagogy. Looking at a series of case studies of urban planning courses taught using "Second Life," the results describe the potentials, and limits, of this emerging digital media. Key findings are that the virtual worlds…
Descriptors: Urban Planning, Play, Computer Simulation, Computer Uses in Education
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Campbell, Todd; Wang, Shaing Kwei; Hsu, Hui-Yin; Duffy, Aaron M.; Wolf, Paul G. – Journal of Science Education and Technology, 2010
This position paper proposes the enhancement of teacher and student learning in science classrooms by tapping the enormous potential of information communication and technologies (ICTs) as cognitive tools for engaging students in scientific inquiry. This paper serves to challenge teacher-held assumptions about students learning science "from…
Descriptors: Constructivism (Learning), Position Papers, Science Instruction, Science Education
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Salmon, Gilly – British Journal of Educational Technology, 2009
This paper highlights the potential of three-dimensional multi-user environments such as "Second Life" (SL) from the perspective of future developments in the service of learning. It notes trends within the SL innovation to date, including the provision of realistic settings, the exploitation of pleasant simulated environments for groups and the…
Descriptors: Simulated Environment, Educational Innovation, Educational Technology, Electronic Learning
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Schrader, P. G.; Archambault, Leanna M.; Oh-Young, Conrad – Journal of Technology and Teacher Education, 2011
Videogames have become a cultural and commercial phenomenon across the globe. Researchers and educators have been working to understand how to leverage these tools in education. However, there are few training opportunities that focus on the positive attributes of games in education for preservice teachers. This paper describes the preliminary…
Descriptors: Preservice Teachers, Preservice Teacher Education, Education Courses, Pretests Posttests
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Foster, Aroutis N. – Journal of Educational Computing Research, 2011
Researchers question how and what students learn from commercial digital games. Using a concurrent mixed-methods approach, this study examined 30 students' construction of knowledge and skills while playing a commercial off-the-shelf game for 7 weeks. Quantitative data included students' background survey and pre- and post-assessments for…
Descriptors: Elementary School Students, Social Studies, Educational Games, Learning Processes
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Susaeta, Heinz; Jimenez, Felipe; Nussbaum, Miguel; Gajardo, Ignacio; Andreu, Juan Jose; Villalta, Marco – Educational Technology & Society, 2010
The popularity of massively multiplayer online role-playing games (MMORPGs) has grown enormously, with communities of players reaching into the millions. Their fantasy narratives present multiple challenges created by the virtual environment and/or other players. The games' potential for education stems from the fact that players are immersed in a…
Descriptors: Role Playing, Educational Games, Computer Simulation, Computer Uses in Education
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Wallace, Simon; Parsons, Sarah; Westbury, Alice; White, Katie; White, Kathy; Bailey, Anthony – Autism: The International Journal of Research and Practice, 2010
Immersive virtual environments (IVEs) are potentially powerful educational resources but their application for children with Autism Spectrum Disorder (ASD) is under researched. This study aimed to answer two research questions: (1) Do children with ASD experience IVEs in different ways to typically developing children given their cognitive,…
Descriptors: Autism, Adolescents, Sensory Experience, Pervasive Developmental Disorders
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Howard-Jones, Paul A.; Demetriou, Skevi – Instructional Science: An International Journal of the Learning Sciences, 2009
Uncertainty may be an important component of the motivation provided by learning games, especially when associated with gaming rather than learning. Three studies are reported that explore the influence of gaming uncertainty on engagement with computer-based learning games. In the first study, children (10-11 years) played a simple maths quiz.…
Descriptors: Educational Games, Mathematics Tests, Motivation, Experiments
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Bekebrede, G.; Warmelink, H. J. G.; Mayer, I. S. – Computers & Education, 2011
There is a growing interest in the use of simulations and games in Dutch higher education. This development is based on the perception that students belong to the "gamer generation" or "net generation": a generation that has grown up with computer games and other technology affecting their preferred learning styles, social…
Descriptors: Foreign Countries, Technological Advancement, Computer Simulation, Educational Games
Yeh, Andy – Mathematics Education Research Group of Australasia, 2010
This paper reports on three primary school students' explorations of 3D rotation in a virtual reality learning environment (VRLE) named VRMath. When asked to investigate if you would face the same direction when you turn right 45 degrees first then roll up 45 degrees, or when you roll up 45 degrees first then turn right 45 degrees, the students…
Descriptors: Mathematics Education, Computer Simulation, Foreign Countries, Elementary School Students
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