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Lim, Cher Ping; Tay, Lee Yong; Hedberg, John – Journal of Educational Computing Research, 2011
Two grade 5 classes (11-12-year-olds) were introduced through an inquiry-based pedagogy to scientific ideas and concepts within a 3D game-like multi-user virtual environment (MUVE). This article explores how a particular set of strategies and conditions might encourage and sustain the use of the MUVE, Quest Atlantis (QA), as a problem-based…
Descriptors: Foreign Countries, Problem Based Learning, Educational Innovation, Grade 5
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Loke, Swee-Kin; Tordoff, June; Winikoff, Michael; McDonald, Jenny; Vlugter, Peter; Duffull, Stephen – British Journal of Educational Technology, 2011
Several scholars contend that learning with computer games and simulations results in students thinking more like professionals. Bearing this goal in mind, we investigated how a group of pharmacy students learnt with an in-house developed computer simulation, SimPharm. Adopting situated cognition as our theoretical lens, we conducted a case study…
Descriptors: Feedback (Response), Undergraduate Students, Pharmacy, Interviews
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Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2018
For the forty-first time, 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 Kansas City, Missouri. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains twenty-seven…
Descriptors: Instructional Design, Educational Technology, Technology Uses in Education, Higher Education
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Park, Seong Ik; Lee, Gyumin; Kim, Meekyoung – Computers & Education, 2009
The purposes of this study were to examine the effects of two types of interactive computer simulations and of prior knowledge levels on concept comprehension, cognitive load, and learning efficiency. Seventy-two 5th grade students were sampled from two elementary schools. They were divided into two groups (high and low) based on prior knowledge…
Descriptors: Comprehension, Prior Learning, Educational Technology, Grade 5
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Waters, John K. – T.H.E. Journal, 2009
In this article, the author talks about the 3D virtual world known as Second Life and its potential as a learning platform. In the last few years, many colleges, universities, and libraries have established resources in what has become the preeminent multiuser virtual environment. Today, more than 100 Second Life "regions" are used for educational…
Descriptors: Educational Resources, Social Networks, Computer Simulation, Educational Technology
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DeMers, Michael N. – International Journal of Virtual and Personal Learning Environments, 2010
Second Life is increasingly being used as a venue for education, especially for delivery of online instruction where social presence and community building are essential components. Despite its robust 3-D modeling tools and powerful scripting language, many educational uses of Second Life are limited to passive forms of content delivery that often…
Descriptors: Educational Technology, Technology Uses in Education, Simulated Environment, Computer Simulation
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Backlund, Per; Engstrom, Henrik; Johannesson, Mikael; Lebram, Mikael – Simulation & Gaming, 2010
In this article, the authors report on the construction and evaluation of a game-based driving simulator using a real car as a joystick. The simulator is constructed from off-the-shelf hardware and the simulation runs on open-source software. The feasibility of the simulator as a learning tool has been experimentally evaluated. Results are…
Descriptors: Traffic Safety, Motor Vehicles, Computer Assisted Instruction, Computer Simulation
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Morton, Hazel; Jack, Mervyn – Computer Assisted Language Learning, 2010
The evaluation in real time of a computer-assisted language learning (CALL) program with end users is an invaluable stage in the design and development of such a program. By using a sample of target users in the evaluation, it is possible to gather information on attitudes towards the program and performance of the program with an intended…
Descriptors: Computer Assisted Instruction, Program Effectiveness, Foreign Countries, Educational Technology
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Urban, Michael J., Ed.; Falvo, David A., Ed. – IGI Global, 2016
The application of technology in classroom settings has equipped educators with innovative tools and techniques for effective teaching practice. Integrating digital technologies at the elementary and secondary levels helps to enrich the students' learning experience and maximize competency in the areas of science, technology, engineering, and…
Descriptors: Elementary Secondary Education, STEM Education, Outcomes of Education, Technology Integration
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Fang, Linda; Tan, Hock Soon; Thwin, Mya Mya; Tan, Kim Cheng; Koh, Caroline – Educational Media International, 2011
This study seeks to understand the value simulation-based learning (SBL) added to the learning of Machining Technology in a 15-week core subject course offered to university students. The research questions were: (1) How did SBL enhance classroom learning? (2) How did SBL help participants in their test? (3) How did SBL prepare participants for…
Descriptors: Foreign Countries, Mastery Learning, Workshops, College Instruction
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Cheng, Meng-Tzu; Annetta, Leonard; Folta, Elizabeth; Holmes, Shawn Y. – International Journal of Science Education, 2011
"Drugs and the Brain: A Serious Game," a prototype museum exhibit, was designed to employ virtual models of the brain into a video game format. It was done to create a fun and engaging way of conveying knowledge and concepts about neuroscience, as well as the impact of methamphetamine abuse on the brain. The purpose of this study is to…
Descriptors: Video Games, Narcotics, Prevention, Drug Abuse
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Essid, Joe; Wilde, Fran – EDUCAUSE Quarterly, 2011
Effective virtual simulations can embed participants in imaginary worlds. Researchers working in virtual worlds and gaming often refer to "immersion," a state in which a participant or player loses track of time and becomes one with the simulation. Immersive settings have been shown to deepen learning. Ken Hudson's work with students…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Role Playing
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Vattam, Swaroop S.; Goel, Ashok K.; Rugaber, Spencer; Hmelo-Silver, Cindy E.; Jordan, Rebecca; Gray, Steven; Sinha, Suparna – Educational Technology & Society, 2011
Artificial intelligence research on creative design has led to Structure-Behavior-Function (SBF) models that emphasize functions as abstractions for organizing understanding of physical systems. Empirical studies on understanding complex systems suggest that novice understanding is shallow, typically focusing on their visible structures and…
Descriptors: Systems Approach, Middle School Students, Models, Science Instruction
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Thomas, M. S.; Kothari, D. P.; Prakash, A. – IEEE Transactions on Education, 2011
Automation of power systems is gaining momentum across the world, and there is a need to expose graduate and undergraduate students to the latest developments in hardware, software, and related protocols for power automation. This paper presents the design, development, and commissioning of an automation lab to facilitate the understanding of…
Descriptors: Foreign Countries, Undergraduate Students, Graduate Students, Computer Assisted Instruction
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Kumar, R.; Rose, C. P. – IEEE Transactions on Learning Technologies, 2011
Tutorial Dialog Systems that employ Conversational Agents (CAs) to deliver instructional content to learners in one-on-one tutoring settings have been shown to be effective in multiple learning domains by multiple research groups. Our work focuses on extending this successful learning technology to collaborative learning settings involving two or…
Descriptors: Educational Technology, Computer Software, Computer Software Evaluation, Programming
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