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Lee, Chwee Beng; Ling, Keck Voon – Campus-Wide Information Systems, 2012
Purpose: This paper aims to describe the web-based scaffold dynamic simulation system (PRES-on) designed for pre-service teachers. Design/methodology/approach: The paper describes the initial design of a web-based scaffold dynamic simulation system (PRES-on) as a cognitive tool for learners to represent problems. For the widespread use of the…
Descriptors: Computer Simulation, Internet, Web Based Instruction, Scaffolding (Teaching Technique)
Beal, Carole R.; Stevens, Ronald H. – Technology, Instruction, Cognition and Learning, 2011
The goal of the study was to improve high school students' problem solving performance as they worked with IMMEX, an online chemistry problem solving simulation. The intervention included brief text messages added to the simulation to encourage students to reflect on their problem solving strategies and to adopt more effective problem solving…
Descriptors: High School Students, Grade 9, Secondary School Science, Chemistry
Moseley, Alex – International Journal of Game-Based Learning, 2012
Drawing on a participatory study of the Perplex City alternate reality game, this paper considers the data obtained through participation and a detailed survey of the most engaged players, in order to determine the most engaging features and suggest methods for their transfer to educational contexts. Originally presented at a conference in 2008,…
Descriptors: Computer Games, Educational Games, Game Theory, Learner Engagement
Magruder, Robin Lee – ProQuest LLC, 2012
The purpose of this embedded quasi-experimental mixed methods research was to use solving simple linear equations as the lens for looking at the effectiveness of concrete and virtual manipulatives as compared to a control group using learning methods without manipulatives. Further, the researcher wanted to investigate unique benefits and drawbacks…
Descriptors: Middle School Students, Equations (Mathematics), Mathematics, Manipulative Materials
Mitts, Charles R. – Technology and Engineering Teacher, 2013
This design/problem-solving activity challenges students to design a replacement bridge for one that has been designated as either structurally deficient or functionally obsolete. The Aycock MS Technology/STEM Magnet Program Virtual Bridge Design Challenge is an authentic introduction to the engineering design process. It is a socially relevant…
Descriptors: Problem Solving, Facility Planning, Design, Engineering Education
van Schaik, P.; Martin, S.; Vallance, M. – Journal of Computer Assisted Learning, 2012
In contexts other than immersive virtual environments, theoretical and empirical work has identified flow experience as a major factor in learning and human-computer interaction. Flow is defined as a "holistic sensation that people feel when they act with total involvement". We applied the concept of flow to modeling the experience of…
Descriptors: Structural Equation Models, Interaction, Problem Solving, Psychometrics
Gillen, Julia; Ferguson, Rebecca; Peachey, Anna; Twining, Peter – Language and Education, 2012
Over a 13-month period, the Schome Park Programme operated the first "closed" (i.e. protected) Teen Second Life project in Europe. The project organised diverse educational events that centred on use of a virtual world and an associated asynchronous forum and wiki. Students and staff together exploited the affordances of the environment…
Descriptors: Aquatic Sports, Ethnography, Foreign Countries, Computer Mediated Communication
Elements of Collaborative Discussion and Shared Problem Solving in a Voice-Enhanced Multiplayer Game
Bluemink, Johanna; Jarvela, Sanna – Journal of Interactive Learning Research, 2011
This study focuses on investigating the nature of small-group collaborative interaction in a voice-enhanced multiplayer game called "eScape". The aim was to analyse the elements of groups' collaborative discussion and to explore the nature of the players' shared problem solving activity during the solution critical moments in the game. The data…
Descriptors: College Students, Interaction Process Analysis, Computer Mediated Communication, Computer Simulation
Kozhevnikov, Michael; Gurlitt, Johannes; Kozhevnikov, Maria – Journal of Science Education and Technology, 2013
The focus of the current study is to understand which unique features of an immersive virtual reality environment have the potential to improve learning relative motion concepts. Thirty-seven undergraduate students learned relative motion concepts using computer simulation either in immersive virtual environment (IVE) or non-immersive desktop…
Descriptors: Motion, Scientific Concepts, Concept Teaching, Virtual Classrooms
Newell, Markeda – Journal of Educational & Psychological Consultation, 2010
The purpose of this study was to examine how school psychologists implemented the problem-solving consultation process within a computer-simulated school environment. Four school psychologists were recruited to complete three simulated consultation cases. The school environment was computer generated and all of the teachers and target students…
Descriptors: School Psychologists, Problem Solving, Computer Simulation, Data Analysis
Darabi, Aubteen; Nelson, David W.; Meeker, Richard; Liang, Xinya; Boulware, Wilma – Journal of Computing in Higher Education, 2010
In a diagnostic problem solving operation of a computer-simulated chemical plant, chemical engineering students were randomly assigned to two groups: one studying product-oriented worked examples, the other practicing conventional problem solving. Effects of these instructional strategies on the progression of learners' mental models were examined…
Descriptors: Educational Strategies, Identification, Problem Solving, Chemical Engineering
Krange, Ingeborg; Arnseth, Hans Christian – Cultural Studies of Science Education, 2012
The aim of this study is to scrutinize the characteristics of conceptual meaning making when students engage with virtual worlds in combination with a spreadsheet with the aim to develop graphs. We study how these tools and the representations they contain or enable students to construct serve to influence their understanding of energy resource…
Descriptors: Science Education, Scientific Concepts, Virtual Classrooms, Secondary School Science
Sack, Jacqueline; Vazquez, Irma – North American Chapter of the International Group for the Psychology of Mathematics Education, 2011
This research team has developed a learning trajectory on 3D visualization for elementary children. This paper focuses on the interchange among the three Spatial Operational Capacity framework representations, namely, 3D models, 2D conventional diagrams, and semiotic abstract representations, and the critical role of a dynamic computer interface…
Descriptors: Spatial Ability, Geometric Concepts, Visualization, Elementary School Mathematics
Akcaoglu, Mete; Kale, Ugur – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2016
Engagement in game design tasks can help preservice teachers develop pedagogical and technical skills for teaching and promoting critical thinking and problem-solving skills. Through the design process, preservice teachers not only exercise critical-thinking and problem-solving skills, but also learn about an instructional method to support their…
Descriptors: Games, Educational Games, Computer Games, Preservice Teachers
Nersessian, Nancy J. – Mind, Culture, and Activity, 2012
As much research has demonstrated, novel scientific concepts do not arise fully formed in the head of a scientist but are created in problem-solving processes, which can extend for considerable periods and even span generations of scientists. To understand concept formation and conceptual change it is important to investigate these processes in…
Descriptors: Laboratories, Scientific Concepts, Concept Formation, Sciences

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