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Novak, Elena; Johnson, Tristan E.; Tenenbaum, Gershon; Shute, Valerie J. – Interactive Learning Environments, 2016
The study explored instructional benefits of a storyline gaming characteristic (GC) on learning effectiveness, efficiency, and engagement with the use of an online instructional simulation for graduate students in an introductory statistics course. A storyline is a game-design element that connects scenes with the educational content. In order to…
Descriptors: Teaching Methods, Statistics, Educational Games, Instructional Effectiveness
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Doleck, Tenzin; Jarrell, Amanda; Poitras, Eric G.; Chaouachi, Maher; Lajoie, Susanne P. – Australasian Journal of Educational Technology, 2016
Clinical reasoning is a central skill in diagnosing cases. However, diagnosing a clinical case poses several challenges that are inherent to solving multifaceted ill-structured problems. In particular, when solving such problems, the complexity stems from the existence of multiple paths to arriving at the correct solution (Lajoie, 2003). Moreover,…
Descriptors: Accuracy, Patients, Computer Simulation, Clinical Diagnosis
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Hussain, Alaa Eddin; Khuddro, Ahmad – Advances in Language and Literary Studies, 2016
The present research work deals with subtitling errors encountered by simulators and proof-readers. The resultant work is of significant contribution to problem decision makings in the field of quality assessment of audiovisual translation (AVT). The outcome of this paper is the result of accumulated working experience in this domain. The relevant…
Descriptors: Films, Translation, Transcripts (Written Records), Quality Assurance
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Miller, Richard J.; Maellaro, Rosemary – Journal of Management Education, 2016
Experiential learning alone does not guarantee that students will accurately conceptualize content, or meet course outcomes in subsequent active experimentation stages. In an effort to more effectively meet learning objectives, the experiential learning cycle was modified with a unique combination of the 5 Whys root cause problem-solving tool and…
Descriptors: Experiential Learning, Cooperative Learning, Problem Solving, Reflection
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van Schaik, Martijn; Terwel, Jan; van Oers, Bert – International Journal of Technology and Design Education, 2014
In vocational education students are to be prepared to participate in communities of practice. Hence they need technical skills as well as content knowledge e.g. science and mathematics. Research has shown that the instructional strategy of guided co-construction may lead to deeper understandings within a practice. The research questions in this…
Descriptors: Vocational Education, Qualitative Research, Visual Aids, Problem Solving
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Jerman Blažic, Andrej; Džonova Jerman Blažic, Borka – Journal of Educational Computing Research, 2015
This article explores existing attempts to design a comprehensive and complex taxonomy framework for an educational business game intended to categorize and evaluate various properties. The identified missing elements in the current proposed taxonomies were used as a starting point for the design of a new category that addresses the game's…
Descriptors: Educational Games, Business, Business Education, Taxonomy
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Kamsa, Imane; Elouahbi, Rachid; El Khoukhi, Fatima – Journal of Information Technology Education: Research, 2017
Aim/Purpose: To identify and rectify the learning difficulties of online learners. Background: The major cause of learners' failure and non-acquisition of knowledge relates to their weaknesses in certain areas necessary for optimal learning. We focus on e-learning because, within this environment, the learner is mostly affected by these…
Descriptors: Foreign Countries, Graduate Students, Masters Programs, Learning Disabilities
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Chen, Juanjuan; Wang, Minhong; Dede, Chris; Grotzer, Tina A. – Educational Technology & Society, 2017
The use of external representations has the potential to facilitate inquiry learning, especially hypothesis generation and reasoning, which typically present difficulties for students. This study describes a novel three-dimensional cognitive mapping (3DCM) approach that supports inquiry learning by allowing learners to combine the information on a…
Descriptors: Cognitive Mapping, Inquiry, Active Learning, Abstract Reasoning
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Horwitz, Paul; von Davier, Alina; Chamberlain, John; Koon, Al; Andrews, Jessica; McIntyre, Cynthia – Community College Journal of Research and Practice, 2017
The Teaching Teamwork Project is using an online simulated electronic circuit, running on multiple computers, to assess students' abilities to work together as a team. We pose problems that must be tackled collaboratively, and log students' actions as they attempt to solve them. Team members are isolated from one another and can communicate only…
Descriptors: Teamwork, Cooperative Learning, Electronics, Equipment
Brimmer, Linda Ertrachter – ProQuest LLC, 2017
I investigated why math capable students are not entering science, technology, engineering, and math (STEM) careers. To research the problem, I explored how highly effective elementary math teachers (HEMT) create student interest in mathematics using the self- efficacy (SE) theory and information and communication technology (ICT). The purpose of…
Descriptors: Mathematics Skills, STEM Education, Elementary School Teachers, Mathematics Teachers
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Shapira-Lishchinsky, Orly – Educational Management Administration & Leadership, 2015
The purpose of this study was to reflect the leadership strategies that may arise using a constructivist approach based on organizational learning. This approach involved the use of simulations that focused on ethical tensions in school principals' daily experiences, and the development of codes of ethical conduct to reduce these tensions. The…
Descriptors: Instructional Leadership, Leadership Styles, Educational Strategies, Simulation
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Yu, Kuang-Chao; Fan, Szu-Chun; Lin, Kuen-Yi – International Journal of Science and Mathematics Education, 2015
Problem solving is often challenging for students because they do not understand the problem-solving process (PSP). This study presents a three-stage, context-based, problem-solving, learning activity that involves watching detective films, constructing a context-simulation activity, and introducing a project design to enable students to construct…
Descriptors: Problem Solving, Skill Development, Context Effect, Learning Activities
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Lan, Yu-Ju – Language Learning & Technology, 2015
The purposes of the current study are to develop virtually immersive EFL learning contexts for EFL learners in Taiwan to pre- and review English materials beyond the regular English class schedule. A 2-iteration action research lasting for one semester was conducted to evaluate the effects of virtual contexts on learners' EFL learning. 132…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
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Price, James C. – PRIMUS, 2015
This article presents four inquiry-based learning activities developed for a liberal arts math course. The activities cover four topics: the Pythagorean theorem, interest theory, optimization, and the Monty Hall problem. Each activity consists of a dialogue, with a theme and characters related to the topic, and a manipulative, that allow students…
Descriptors: Inquiry, Active Learning, Learning Activities, Mathematics Instruction
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Fu, Jianbin; Zapata, Diego; Mavronikolas, Elia – ETS Research Report Series, 2014
Simulation or game-based assessments produce outcome data and process data. In this article, some statistical models that can potentially be used to analyze data from simulation or game-based assessments are introduced. Specifically, cognitive diagnostic models that can be used to estimate latent skills from outcome data so as to scale these…
Descriptors: Simulation, Evaluation Methods, Games, Data Collection
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