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Minocha, Shailey; Reeves, Ahmad John – Learning, Media and Technology, 2010
"Second Life" (SL) is a three-dimensional (3D) virtual world, and educational institutions are adopting SL to support their teaching and learning. Although the question of how 3D learning spaces should be designed to support student learning and engagement has been raised among SL educators and designers, there is hardly any guidance or…
Descriptors: Informal Education, Guidance, Space Utilization, Mail Surveys
Rackler, Angeline – ProQuest LLC, 2011
A new trend in e-learning development is to have subject matter experts use rapid development tools to create training simulations. This type of training is called rapid e-learning simulation training. Though companies are using rapid development tools to create training quickly and cost effectively, there is little empirical research to indicate…
Descriptors: Foreign Countries, Computer Assisted Instruction, Electronic Learning, Experimental Groups
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Pence, Harry E. – Journal of Educational Technology Systems, 2011
The media environment is currently being dramatically changed by social networking, mobile computing, augmented reality, and transmedia. Of these four, transmedia is probably the least familiar to most educators. Transmedia enhances a central story idea with a variety of media components that provide additional information, give increased…
Descriptors: Foreign Countries, Internet, Web Sites, Instructional Innovation
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Djenic, S.; Krneta, R.; Mitic, J. – IEEE Transactions on Education, 2011
This paper presents an advanced variant of learning programming by the use of the Internet and multimedia. It describes the development of a blended learning environment, which, in addition to classroom (face-to-face) lessons, introduces lessons delivered over the Internet: the use of multimedia teaching material with completely dynamic…
Descriptors: Foreign Countries, Blended Learning, Instructional Design, Programming
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Rosen, Edward M. – Chemical Engineering Education, 2008
Energy use in Iceland (population 283,000) is higher per capita than in any other country in the world. Some 53.2% of the energy is geothermal, which supplies electricity as well as heated water to swimming pools, fish farms, snow melting, greenhouses, and space heating. The Nesjavellir Power Plant is a major geothermal facility, supplying both…
Descriptors: Energy Management, Science Education, Foreign Countries, Energy
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Quinn, Joseph G.; King, Karen; Roberts, David; Carey, Linda; Mousley, Angela – Bioscience Education, 2009
It is compulsory for first year biological science students at Queens University Belfast to complete a range of assessed, laboratory-based practicals in various scientific procedures including dissection. This study investigates student performance and attitudes when they have to complete a traditional dissection and a computer based learning…
Descriptors: Biology, College Science, Science Instruction, Computer Assisted Instruction
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Tao, Yu-Hui; Cheng, Chieh-Jen; Sun, Szu-Yuan – Computers & Education, 2009
Previous studies have pointed out that computer games could improve students' motivation to learn, but these studies have mostly targeted teachers or students in elementary and secondary education and are without user adoption models. Because business and management institutions in higher education have been increasingly using educational…
Descriptors: Educational Games, Computer Simulation, Learning Motivation, Interpersonal Relationship
Bers, Marina Umaschi – Jossey-Bass, An Imprint of Wiley, 2011
This volume contains the following papers: (1) Beyond Computer Literacy: Supporting Youth's Positive Development through Technology (Marina Umaschi Bers); (2) Educational Technology, Reimagined (Michael Eisenberg); (3) Children as Codesigners of New Technologies: Valuing the Imagination to Transform What Is Possible (Allison Druin); (4) Content…
Descriptors: Foreign Countries, Adolescents, Social Change, Educational Technology
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Seethamraju, Ravi – Journal of Information Systems Education, 2011
The sophistication of the integrated world of work and increased recognition of business processes as critical corporate assets require graduates to develop "process orientation" and an "integrated view" of business. Responding to these dynamic changes in business organizations, business schools are also continuing to modify…
Descriptors: Foreign Countries, Feedback (Response), Curriculum Design, Learning Strategies
Al-Khatib, Hayat – European Journal of Open, Distance and E-Learning, 2011
Technology Enhanced Learning is a feature of 21st century education. Innovations in ICT have provided unbound access to information in support of the learning process (APTEL, 2010; Allert et al, 2002; Baldry et al, 2006; Frustenberg et al, 2001; Sarkis, 2010). LMS has been extensively put to use in universities and educational institutions to…
Descriptors: Computer Mediated Communication, Access to Information, Program Effectiveness, Educational Experience
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Connolly, Thomas M.; Stansfield, Mark; Hainey, Thomas – Computers & Education, 2011
Over the last decade, Alternate Reality Games (ARGs), a form of narrative often involving multiple media and gaming elements to tell a story that might be affected by participants' actions, have been used in the marketing and promotion of a number of entertainment related products such as films, computer games and music. This paper discusses the…
Descriptors: Foreign Countries, Research Design, Student Attitudes, Learning Activities
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Vargas, Hector; Sanchez Moreno, J.; Jara, Carlos A.; Candelas, F. A.; Torres, Fernando; Dormido, Sebastian – IEEE Transactions on Learning Technologies, 2011
This article presents an innovative project in the context of remote experimentation applied to control engineering education. Specifically, the authors describe their experience regarding the analysis, design, development, and exploitation of web-based technologies within the scope of automatic control. This work is part of an inter-university…
Descriptors: Foreign Countries, Web Based Instruction, Internet, Distance Education
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Reynolds, R.; Walker, K.; Speight, C. – Computers & Education, 2010
This paper describes the development and evaluation of web-based museum trails for university-level design students to access on handheld devices in the Victoria and Albert Museum (V&A) in London. The trails offered students a range of ways of exploring the museum environment and collections, some encouraging students to interpret objects and…
Descriptors: Feedback (Response), Museums, Educational Technology, Internet
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Jacka, Lisa; Booth, Kate – Australian Educational Computing, 2012
Virtual worlds are highly immersive, engaging and popular computer mediated environments being explored by children and adults. Why then aren't more teachers using virtual worlds in the classroom with primary and secondary school students? Reasons often cited are the learning required to master the technology, low-end graphics cards, poor…
Descriptors: Foreign Countries, Computer Security, Educational Technology, Regional Programs
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De Grove, Frederik; Van Looy, Jan; Neys, Joyce; Jansz, Jeroen – Electronic Journal of e-Learning, 2012
The goal of this study is to gain insight into the effects of context on educational game experience. Using a quasi-experimental setup, it compares the playing and learning experiences of adolescent players of the awareness-raising game PING in a domestic (N=135) and a school (N=121) context. Results indicate that both gaming (identification,…
Descriptors: Foreign Countries, Educational Games, Learning Experience, Poverty
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