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Veksler, Vladislav D.; Gray, Wayne D.; Schoelles, Michael J. – Cognitive Science, 2013
Reinforcement learning (RL) models of decision-making cannot account for human decisions in the absence of prior reward or punishment. We propose a mechanism for choosing among available options based on goal-option association strengths, where association strengths between objects represent previously experienced object proximity. The proposed…
Descriptors: Proximity, Decision Making, Goal Orientation, Cognitive Processes
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Kostadinov, Boyan – PRIMUS, 2013
This article attempts to introduce the reader to computational thinking and solving problems involving randomness. The main technique being employed is the Monte Carlo method, using the freely available software "R for Statistical Computing." The author illustrates the computer simulation approach by focusing on several problems of…
Descriptors: Computation, Monte Carlo Methods, College Mathematics, Problem Solving
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Horiguchi, Tomoya; Imai, Isao; Toumoto, Takahito; Hirashima, Tsukasa – Educational Technology & Society, 2014
Error-based simulation (EBS) has been developed to generate phenomena by using students' erroneous ideas and also offers promise for promoting students' awareness of errors. In this paper, we report the evaluation of EBS used in learning "normal reaction" in a junior high school. An EBS class, where students learned the concept…
Descriptors: Simulation, Error Correction, Learning Processes, Misconceptions
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Faridi, Mohammad Rishad; Al Kahtani, Nasser Saad; Alam, Teg; Malki, Said – International Education Studies, 2014
Catch 'em young for imparting hands-on rigorous academic training. This is what has been relentlessly pursued while dealing with the undergraduate students of business management who are to be thoroughly exposed to the whole gamut of quality work life. Whether they opt for corporate career or pursue masters or choose be an entrepreneur, their…
Descriptors: Business Administration Education, Undergraduate Students, Quality Control, Educational Quality
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Barnabe, Federico; Busco, Cristiano; Davidsen, Pal I.; Lambri, Maurizio; Zatta, Gianfranco – Journal of Workplace Learning, 2013
Purpose: The purpose of this paper is to present the main characteristics of the role-playing game "Strategic Micro-Firm" which aims to reproduce the fundamental features of a complex supply chain. Design/methodology/approach: A specific role-playing game is presented, in which a Balanced Scorecard is used as the reporting device and is…
Descriptors: Management Development, Role Playing, Games, Teaching Methods
Pan, Edward A. – ProQuest LLC, 2013
Science, technology, engineering, and mathematics (STEM) education is a national focus. Engineering education, as part of STEM education, needs to adapt to meet the needs of the nation in a rapidly changing world. Using computer-based visualization tools and corresponding 3D printed physical objects may help nontraditional students succeed in…
Descriptors: Undergraduate Students, Engineering Education, STEM Education, Manipulative Materials
Lin, Chi-Syan; Ma, Jung-Tsan; Kuo, Karen Yi-Chwen; Chou, Chien-Tzu Candace – Journal on School Educational Technology, 2015
The goal of the study is to explore the opportunities and challenges associated with Project-Based Learning strategy in a global context on the aspects of both fostering learning community of practices and nurturing the 21st century skills. For collecting empirical data, the study implements and administers an online international project-based…
Descriptors: Student Projects, Teaching Methods, High School Students, Communities of Practice
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Kinczkowski, Linda; Cardon, Phillip; Speelman, Pamela – Technology and Engineering Teacher, 2015
This paper provides examples of Aid-to-Thought uses in urban decision making, classroom laboratory planning, and in a ship antiaircraft defense system. Aid-to-Thought modeling and simulations are tools students can use effectively in a STEM classroom while meeting Standards for Technological Literacy Benchmarks O and R. These projects prepare…
Descriptors: Technological Literacy, Benchmarking, Computer Simulation, Computer Graphics
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Shea, Stephen – PRIMUS, 2012
The blue-eyed islanders puzzle is an old and challenging logic puzzle. This is a narrative of an experience introducing a variation of this puzzle on the first day of classes in a liberal arts mathematics course for non-majors. I describe an exercise that was used to facilitate the class's understanding of the puzzle.
Descriptors: Liberal Arts, Mathematics Instruction, Puzzles, Logical Thinking
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Ngo, Thi Phuong Le – Research-publishing.net, 2015
A Virtual Resource Center (VRC) has been brought into use since 2008 as an integral part of a task-based language teaching and learning program for Business English courses at Nantes University, France. The objective of the center is to enable students to work autonomously and individually on their language problems so as to improve their language…
Descriptors: Computational Linguistics, Data Analysis, Business Communication, Second Language Learning
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Jaelani, Anton; Putri, Ratu Ilma Indra; Hartono, Yusuf – Indonesian Mathematical Society Journal on Mathematics Education, 2013
Understanding of measuring time has difficulty for children because it is intangible. Standard units often used directly by teacher for learning time measurement. Many researches involved games in designing learning material to facilitate fun and meaningful learning for children. For this reason, learning of time measurement that connects with…
Descriptors: Time, Educational Games, Elementary School Students, Grade 3
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Sean F. McMahon; Chris Miller – Simulation & Gaming, 2013
This article reflects critically on simulations. Building on the authors' experience simulating the Palestinian-Israeli-American Camp David negotiations of 2000, they argue that simulations are useful pedagogical tools that encourage creative--but not critical--thinking and constructivist learning. However, they can also have the deleterious…
Descriptors: Power Structure, Foreign Countries, Constructivism (Learning), Graduate Students
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Vrellis, Ioannis; Avouris, Nikolaos; Mikropoulos, Tassos A. – Australasian Journal of Educational Technology, 2016
Although problem-based learning (PBL) has many advantages, it often fails to connect to the real world outside the classroom. The integration with the laboratory setting and the use of information and communication technologies (ICTs) have been proposed to address this deficiency. Multi-user virtual environments (MUVEs) like Second Life (SL) are…
Descriptors: Science Activities, Outcomes of Education, Satisfaction, Problem Based Learning
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Patterson, Mike C.; Harmel, Bob; Friesen, Dan – American Journal of Business Education, 2010
The "Monty Hall" problem or "Three Door" problem--where a person chooses one of three doors in hope of winning a valuable prize but is subsequently offered the choice of changing his or her selection--is a well known and often discussed probability problem. In this paper, the structure, history, and ultimate solution of the…
Descriptors: Spreadsheets, Simulation, Problem Solving, Probability
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Lye, Ngit Chan; Wong, Kok Wai; Chiou, Andrew – Interactive Learning Environments, 2013
Educational robotics involves using robots as an educational tool to provide a long term, and progressive learning activity, to cater to different age group. The current concern is that, using robots in education should not be an instance of a one-off project for the sole purpose of participating in a competitive event. Instead, it should be a…
Descriptors: Robotics, Educational Technology, Teaching Methods, Technology Uses in Education
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