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Dunnivant, Frank; Danowski, Dan; Timmens-Haroldson, Alice; Newman, Meredith – American Biology Teacher, 2002
Introduces the Enviroland computer program which features lab simulations of theoretical calculations for quantitative analysis and environmental chemistry, and fate and transport models. Uses the program to demonstrate the nature of linear and nonlinear equations. (Author/YDS)
Descriptors: Chemistry, Computer Simulation, Computer Software, Educational Technology
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Shim, Kew-Cheol; Park, Jong-Seok; Kim, Hyun-Sup; Kim, Jae-Hyun; Park, Young-Chul; Ryu, Hai-Il – Journal of Biological Education, 2003
Reports on the findings of a study designed to develop three-dimensional virtual reality technology (VRT) learning programs for middle school students and evaluate the program's educational value. Focuses on the topic of structure and function of the eye. Concludes that VRT simulations allow comfortable interaction with computers and increase the…
Descriptors: Biology, Computer Simulation, Concept Formation, Educational Technology
Norton, Priscilla – Educational Technology, 1992
Discussion of discourse created by computers defines discourse as a pattern of cognitive functioning and identifies two such modes of thought: narrative and expository. Discussion covers the computer as discourse; schemas as a way to understand how knowledge is organized; simulations, hypermedia, and databases as discourse; and interactive…
Descriptors: Cognitive Structures, Computer Oriented Programs, Computer Simulation, Databases
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Stroup, Walter M. – Journal of Computers in Mathematics and Science Teaching, 2005
A critical issue related to the use of simulation environments in school-based learning is the relationship between the use of these environments and the structure of traditional curricula. Teachers are often caught in the bind of attempting to address significantly raised standards for what all students should know, yet receiving very little…
Descriptors: Teaching Methods, Educational Technology, Mathematics Curriculum, Calculus
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DeRoma, Virginia; Nida, Steve – TechTrends: Linking Research & Practice to Improve Learning, 2004
While advances in technology have enhanced the quality and variety of visual presentations in teaching, most instructors find themselves teaching to a generation of students who are difficult to dazzle. Although the innovative use of technology in and outside of the classroom is a challenge, selecting practices that optimize technology as a tool…
Descriptors: Internet, Computer Simulation, Computer Assisted Instruction, Educational Practices
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Hilty, Donald M.; Alverson, Dale C.; Alpert, Jonathan E.; Tong, Lowell; Sagduyu, Kemal; Boland, Robert J.; Mostaghimi, Arash; Leamon, Martin L.; Fidler, Don; Yellowlees, Peter M. – Academic Psychiatry, 2006
Objective: This article highlights technology innovations in psychiatric and medical education, including applications from other fields. Method: The authors review the literature and poll educators and informatics faculty for novel programs relevant to psychiatric education. Results: The introduction of new technologies requires skill at…
Descriptors: Medical Education, Computer Simulation, Information Technology, Educational Technology
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Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2018
The aim of the 2018 International Association for Development of the Information Society (IADIS) Cognition and Exploratory Learning in the Digital Age (CELDA) conference was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There have been advances in both cognitive…
Descriptors: Learning Processes, Teaching Methods, Educational Technology, Technology Uses in Education
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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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Hickey, Daniel T.; Ingram-Goble, Adam A.; Jameson, Ellen M. – Journal of Science Education and Technology, 2009
This study used innovative assessment practices to obtain and document broad learning outcomes for a 15-hour game-based curriculum in Quest Atlantis, a multi-user virtual environment that supports school-based participation in socio scientific inquiry in ecological sciences. Design-based methods were used to refine and align the enactment of…
Descriptors: Feedback (Response), Test Items, Student Evaluation, Achievement Tests
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Collis, Betty; Moonen, Jef – Educational Media International, 2008
A major change has occurred in the way Web technology is being used in society. The change is grounded in user empowerment using Web 2.0 tools and processes. Students are already sophisticated users of these tools and processes, but outside of the mainstream instructional practices in higher education. In this reflection, the educational potential…
Descriptors: Higher Education, Teaching Methods, Educational Technology, Internet
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Sidhu, S. Manjit – Campus-Wide Information Systems, 2008
Purpose: This paper aims to present the development of technology-assisted problem solving (TAPS) packages at University Tenaga Nasional (UNITEN). The project is the further work of the development of interactive multimedia based packages targeted for students having problems in understanding the subject of engineering mechanics dynamics.…
Descriptors: Computer Simulation, Engineering, Geometric Concepts, Problem Solving
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Nett, Bernhard – International Journal of Computer-Supported Collaborative Learning, 2008
Educators who are prepared to make use of CSCL can find themselves restricted in their space for maneuvering regarding educational innovation. As a supportive context can be very important for them, the study presented here describes and analyzes a related case of a Community of Practice (CoP) among tutors contributing to the development and…
Descriptors: Seminars, Student Participation, Educational Innovation, College Faculty
Squire, Kurt D. – Performance Improvement Quarterly, 2008
Interactive digital media, or video games, are a powerful new medium. They offer immersive experiences in which players solve problems. Players learn more than just facts--ways of seeing and understanding problems so that they "become" different kinds of people. "Serious games" coming from business strategy, advergaming, and entertainment gaming…
Descriptors: Video Games, Models, Educational Change, Interactive Video
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Miller, Haynes R.; Upton, Deborah S. – Journal of Science Education and Technology, 2008
The d'Arbeloff Interactive Mathematics Project or d'AIMP is an initiative that seeks to enhance and ultimately transform the teaching and learning of introductory mathematics at the Massachusetts Institute of Technology. A result of this project is a suite of "mathlets," a carefully developed set of dynamic computer applets for use in the…
Descriptors: Equations (Mathematics), Calculus, Mathematics Instruction, College Instruction
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Fleischmann, Kenneth R. – Educational Technology & Society, 2007
Education in the United States is becoming increasingly standardized, with the standards being initiated at the national level and then trickling down to the state level and finally the local level. Yet, this top-down approach to educational standards carries with it significant limitations, such as loss of local autonomy and restrictions on the…
Descriptors: Grounded Theory, Participant Observation, Biology, Content Analysis
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