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Stewart, Alice C.; Williams, Jacqueline; Smith-Gratto, Karen; Black, Sylvia Sloan; Kane, Betty Turner – Decision Sciences Journal of Innovative Education, 2011
In this pilot research we examine the impact of two leadership development training programs on the ability of students to acquire knowledge, share knowledge, and apply knowledge for organizational decision making. One program emphasized concepts and case-based application based on a technical learning paradigm. The other program used a game-based…
Descriptors: Leadership Training, Program Effectiveness, Decision Making, Learning
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Unlu, Zeynep Koyunlu; Dokme, Ibilge – Turkish Online Journal of Educational Technology - TOJET, 2011
The purpose of this study was to investigate whether the combination of both analogy-based simulation and laboratory activities as a teaching tool was more effective than utilizing them separately in teaching the concepts of simple electricity. The quasi-experimental design that involved 66 seventh grade students from urban Turkish elementary…
Descriptors: Experimental Groups, Control Groups, Elementary School Students, Quasiexperimental Design
Earl, Jason Scott – ProQuest LLC, 2012
The focal goal of this research was to extend the empirical effort on business simulations as a form of experiential learning by providing the first empirical analysis of business acumen and knowledge application skills. Disruptions in technology are providing more opportunities to improve the simulation gaming learning experience and a number of…
Descriptors: Experiential Learning, Control Groups, Experimental Groups, Administrators
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Belghith, K.; Nkambou, R.; Kabanza, F.; Hartman, L. – IEEE Transactions on Learning Technologies, 2012
Roman Tutor is a tutoring system that uses sophisticated domain knowledge to monitor the progress of students and advise them while they are learning how to operate a space telerobotic system. It is intended to help train operators of the Space Station Remote Manipulator System (SSRMS) including astronauts, operators involved in ground-based…
Descriptors: Foreign Countries, Computer Uses in Education, Instructional Materials, Space Exploration
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Barnett, Joshua H.; Archambault, Leanna – TechTrends: Linking Research and Practice to Improve Learning, 2010
Games have always been a part of the human experience. Even the earliest of civilizations created games for enjoyment and entertainment. However, the educational value of those games is a relatively recent consideration. Over the previous fifty years, scholars have questioned the potential positive lessons learned from games such as Monopoly[R],…
Descriptors: Economics, Theories, Instructional Effectiveness, Computer Simulation
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Elmore, Donald E.; Guayasamin, Ryann C.; Kieffer, Madeleine E. – Biochemistry and Molecular Biology Education, 2010
As computational modeling plays an increasingly central role in biochemical research, it is important to provide students with exposure to common modeling methods in their undergraduate curriculum. This article describes a series of computer labs designed to introduce undergraduate students to energy minimization, molecular dynamics simulations,…
Descriptors: Science Instruction, Biochemistry, College Science, Undergraduate Students
Beal, Carole R.; Stevens, Ronald H. – Society for Research on Educational Effectiveness, 2011
Recent assessments indicate that American students do not score well on tests of scientific problem solving, relative to students in other nations. IMMEX is a web-based virtual environment that provides students with opportunities to solve science problems by viewing information resources through a suite of menu options, developing a hypothesis…
Descriptors: Feedback (Response), Chemistry, Problem Solving, Educational Technology
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Kapralos, Bill; Hogan, Michelle; Pribetic, Antonin I.; Dubrowski, Adam – Interactive Technology and Smart Education, 2011
Purpose: Gaming and interactive virtual simulation environments support a learner-centered educational model allowing learners to work through problems acquiring knowledge through an active, experiential learning approach. To develop effective virtual simulations and serious games, the views and perceptions of learners and educators must be…
Descriptors: Foreign Countries, Experiential Learning, Laptop Computers, Educational Technology
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Psycharis, Sarantos – Computers & Education, 2011
Contemporary instructional approaches expect students to be active producers of knowledge. This leads to the need for creation of instructional tools and tasks that can offer students opportunities for active learning. This study examines the effect of a computational experiment as an instructional tool-for Grade 12 students, using a computer…
Descriptors: Computer Simulation, Physics, Discovery Learning, Active Learning
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Charsky, Dennis; Ressler, William – Computers & Education, 2011
Does using a computer game improve students' motivation to learn classroom material? The current study examined students' motivation to learn history concepts while playing a commercial, off-the-shelf computer game, Civilization III. The study examined the effect of using conceptual scaffolds to accompany game play. Students from three ninth-grade…
Descriptors: Control Groups, Concept Mapping, Play, Student Motivation
Chung, Gregory K. W. K.; Nagashima, Sam O.; Espinosa, Paul D.; Berka, Chris; Baker, Eva L. – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2009
In this report, researchers examined whether individualized multimedia-based instruction would influence the development of rifle marksmanship skills in novice shooters with little or no prior rifle marksmanship experience. Forty-eight novice shooters used an M4 rifle training simulator system to shoot at an 8-inch target at a simulated distance…
Descriptors: Computer Assisted Instruction, Individualized Instruction, Multimedia Instruction, Weapons
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Lane, H. Chad; Hays, Matthew Jensen; Core, Mark G.; Auerbach, Daniel – Journal of Educational Psychology, 2013
In the context of practicing intercultural communication skills, we investigated the role of fidelity in a game-based, virtual learning environment as well as the role of feedback delivered by an intelligent tutoring system. In 2 experiments, we compared variations on the game interface, use of the tutoring system, and the form of the feedback.…
Descriptors: Feedback (Response), Fidelity, Intercultural Communication, Communication Skills
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Zhang, Haisen – British Journal of Educational Technology, 2013
As one of the emerging technologies, the Second Life virtual world provides learners of English as a Foreign Language with a unique opportunity of learning authentic language with native and non-native speakers of English in a virtual environment. It enables them to learn the target language in a real-life-like social communication environment. To…
Descriptors: Case Studies, English (Second Language), Second Language Learning, Computer Simulation
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Kidd, Lori I.; Morgan, Karyn I.; Savery, John R. – Journal of Interactive Online Learning, 2012
Nursing education programs are proliferating rapidly in the United States in an effort to meet demand for nurse professionals. Multiple challenges arise from this rapid expansion. One challenge is finding sufficient clinical sites to accommodate students. Increased competition for scarce resources requires creativity in clinical contracting. This…
Descriptors: Computer Simulation, Simulated Environment, Mental Health, Nursing Students
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Tatli, Zeynep; Ayas, Alipasa – Turkish Online Journal of Distance Education, 2012
The lab applications, which were started to be applied through mid 19th century, not only provide a new point of view but also bring about a new dimension to the lessons. At early times they were used to prove theoretical knowledge but lately they turned into environments where students freely discover knowledge as an individual or in groups. The…
Descriptors: Constructivism (Learning), Experimental Groups, Control Groups, Chemistry
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