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Ros, Rosa M. – Physics Education, 2008
It is not common to introduce current astronomy in school lessons. This article presents a set of experiments about gravitational lenses. It is normal to simulate them by means of computers, but it is very simple to simulate similar effects using a drinking glass full of liquid or using only the glass base. These are, of course, cheap and easy…
Descriptors: Science Experiments, Cognitive Processes, Astronomy, Science Instruction
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Fields, Deborah A.; Kafai, Yasmin B. – International Journal of Computer-Supported Collaborative Learning, 2009
Prior studies have shown how knowledge diffusion occurs in classrooms and structured small groups around assigned tasks yet have not begun to account for widespread knowledge sharing in more native, unstructured group settings found in online games and virtual worlds. In this paper, we describe and analyze how an insider gaming practice spread…
Descriptors: Games, Preadolescents, Research Methodology, Youth Clubs
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Zeng, Amy; Johnson, Sharon – Innovations in Education and Teaching International, 2009
Using experiential simulation games is a commonly used pedagogical method to enrich classroom discussions and to facilitate students' learning in supply chain management education at both undergraduate and graduate levels. However, existing games are inappropriate for undergraduate students that are first-time learners of the subject. In this…
Descriptors: Undergraduate Students, Business Administration Education, Discovery Learning, Simulation
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Jones, Greg; Warren, Scott – Innovate: Journal of Online Education, 2009
Using video games, virtual simulations, and other digital spaces for learning can be a time-consuming process; aside from technical issues that may absorb class time, students take longer to achieve gains in learning in virtual environments. Greg Jones and Scott Warren describe how intelligent agents, in-game characters that respond to the context…
Descriptors: Video Games, Online Courses, Artificial Intelligence, Virtual Classrooms
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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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Mallan, Kerry; Foth, Marcus; Greenaway, Ruth; Young, Greg T. – Learning, Media and Technology, 2010
Virtual world platforms such as "Second Life" have been successfully used in educational contexts to motivate and engage learners. This article reports on an exploratory workshop involving a group of high school students using "Second Life" for an urban planning project. Young people are traditionally an under-represented demographic when it comes…
Descriptors: Constructivism (Learning), Urban Planning, Workshops, Case Method (Teaching Technique)
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Begg, Michael; Ellaway, Rachel; Dewhurst, David; Macleod, Hamish – Innovate: Journal of Online Education, 2007
Noting the dependency of healthcare education on practice-based learning, Michael Begg, Rachel Ellaway, David Dewhurst, and Hamish Macleod suggest that creating a virtual clinical setting for students to interact with virtual patients can begin to address educational demands for clinical experience. They argue that virtual patient simulations that…
Descriptors: Patients, Exhibits, Clinical Experience, Health Services
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Huber, Marsha M. – New Directions for Teaching and Learning, 2009
This article discusses how the author used an integrated course design model to create new learning activities in her course on federal taxation. The shoebox case--a simulation where students are given realistic documents to use in preparing a tax return--gave her students an opportunity to construct new knowledge. This activity supported the…
Descriptors: Taxes, Learning Strategies, Teaching Methods, Integrated Curriculum
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Cheney, Amelia W.; Sanders, Robert L.; Matzen, Nita J.; Bronack, Stephen C.; Riedl, Richard E.; Tashner, John H. – Themes in Science and Technology Education, 2009
Participation in learning communities, and the construction of knowledge in communities of practice, are important considerations in the use of 3D immersive worlds. This article describes the creation of this type of learning environment in AETZone, an immersive virtual environment in use within graduate programs at Appalachian State University…
Descriptors: Computer Simulation, Communities of Practice, Educational Environment, Virtual Classrooms
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Hewitt, Anne M.; Spencer, Susan; Mirliss, Danielle; Twal, Riad – Innovate: Journal of Online Education, 2009
Anne M. Hewitt, Susan Spencer, Danielle Mirliss, and Riad Twal report on a collaborative team initiative to create a virtual world emergency preparedness simulation that focuses on crisis and emergency risk communication (CERC). CERC is a key competency for students enrolled in Seton Hall University's (SHU) Master of Healthcare Administration…
Descriptors: On Campus Students, Graduate Students, Emergency Programs, Higher Education
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Mulekar, Madhuri S.; Siegel, Murray H. – Mathematics Teacher, 2009
If students are to understand inferential statistics successfully, they must have a profound understanding of the nature of the sampling distribution. Specifically, they must comprehend the determination of the expected value and standard error of a sampling distribution as well as the meaning of the central limit theorem. Many students in a high…
Descriptors: Statistical Inference, Statistics, Sample Size, Error of Measurement
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Westerling, Karin E. – American Biology Teacher, 2008
Changes in DNA base-repair may serve as an indicator of the time elapsed since divergence from a common ancestor. DNA sequences can now be analyzed. The simulation presented in this article allows students to observe the accumulation of changes in a randomly mutating sequence of playing cards. The cards are analogous to DNA nucleotide or protein…
Descriptors: Genetics, Science Instruction, Teaching Methods, Simulation
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Bodzin, Alec M.; Cirucci, Lori – Science Scope, 2009
Google Earth (GE) is proving to be a valuable tool in the science classroom for understanding the environment and making responsible environmental decisions (Bodzin 2008). GE provides learners with a dynamic mapping experience using a simple interface with a limited range of functions. This interface makes geospatial analysis accessible and…
Descriptors: Maps, Information Technology, Land Use, Planning
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Russ, Travis L. – Communication Teacher, 2007
The aim of this activity is to immerse students in a simulated situation where they are enticed to make snap judgments about strangers, demonstrating that they can and easily do, and then motivate them to critically reflect on the consequences that these presumptions have on effective interpersonal communication. This activity allows students to…
Descriptors: Interpersonal Communication, Interpersonal Relationship, Simulation, Bias
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Schorr, Roberta Y.; Goldin, Gerald A. – Educational Studies in Mathematics, 2008
This research focuses on some of the affordances provided by SimCalc software, suggesting that its use can have important consequences for students' mathematical affect and motivation. We describe an episode in an inner-city SimCalc environment illustrating our approach to the study of affect in the mathematics classroom. We infer students'…
Descriptors: Mathematics Instruction, Urban Schools, Computer Simulation, Computer Uses in Education
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