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Major, Louis; Kyriacou, Theocharis; Brereton, Pearl – Computer Science Education, 2014
This work investigates the effectiveness of simulated robots as tools to support the learning of programming. After the completion of a systematic review and exploratory research, a multi-case case study was undertaken. A simulator, named Kebot, was developed and used to run four 10-hour programming workshops. Twenty-three student participants…
Descriptors: Robotics, Computer Simulation, Programming, Teaching Methods
Hansen, Lisa; Sanders, Stephen W. – Strategies: A Journal for Physical and Sport Educators, 2012
Active gaming is growing in popularity and the idea of increasing children's physical activity by using technology is largely accepted by physical educators. Teachers nationwide have been providing active gaming equipment such as virtual bikes, rhythmic dance machines, virtual sporting games, martial arts simulators, balance boards, and other…
Descriptors: Physical Education, Physical Activities, Children, Teacher Educators
Office of Educational Technology, US Department of Education, 2014
Student access to technology is no longer a privilege: it is a prerequisite for full participation in high-quality education opportunities. While this fundamental right to technology access for learning is nonnegotiable, it is also just the first step to equitable learning opportunities. Society must continue to ask questions about the…
Descriptors: Educational Technology, Influence of Technology, Program Effectiveness, Academic Achievement
Punch, Raymond J. – ProQuest LLC, 2012
The purpose of the quantitative regression study was to explore and to identify relationships between attitudes toward use and perceptions of value of computer-based simulation programs, of college instructors, toward computer based simulation programs. A relationship has been reported between attitudes toward use and perceptions of the value of…
Descriptors: College Faculty, Teacher Attitudes, Computer Simulation, Regression (Statistics)
Shih, Ching-Hsiang; Shih, Ching-Tien; Pi, Pi-Hsiang – Research in Developmental Disabilities: A Multidisciplinary Journal, 2011
The latest research adopting software technology to improve pointing performance is through an Automatic Target Acquisition Program (ATAP), where the user can click on the mouse button when a dashed line is aimed at the desired target, instead of moving the cursor to the target. However, ATAP has one limitation--it cannot benefit from Mouseover…
Descriptors: Intervention, Computer Simulation, Developmental Disabilities, Program Effectiveness
Berçot, Filipe Faria; Fidalgo-Neto, Antônio Augusto; Lopes, Renato Matos; Faggioni, Thais; Alves, Luiz Anastácio – Biochemistry and Molecular Biology Education, 2013
As immunology continues to evolve, many educational methods have found difficulty in conveying the degree of complexity inherent in its basic principles. Today, the teaching-learning process in such areas has been improved with tools such as educational software. This article introduces "Virtual Immunology," a software program available…
Descriptors: Computer Software, Science Instruction, Educational Technology, Teaching Methods
O'Reilly, Daniel J. – ProQuest LLC, 2011
This study examined the capability of computer simulation as a tool for assessing the strategic competency of emergency department nurses as they responded to authentically computer simulated biohazard-exposed patient case studies. Thirty registered nurses from a large, urban hospital completed a series of computer-simulated case studies of…
Descriptors: Computer Simulation, Physicians, Nurses, Patients
Morton, William; Uhomoibhi, James – Campus-Wide Information Systems, 2011
Purpose: This paper aims to report on the design and implementation of an e-laboratory for enhanced science, technology and engineering education studies. Design/methodology/approach: The paper assesses a computer-based e-laboratory, designed for new entrants to science, technology and engineering programmes of study in further and higher…
Descriptors: Laboratories, Laboratory Experiments, STEM Education, Computer Simulation
Savin-Baden, Maggi – London Review of Education, 2013
This paper will present a study that explored the perceived impact of spatial practice in "Second Life" (SL) on teaching and learning from the point of view of participants in higher education (lecturers, developers and researchers). Narrative inquiry was used to access stories and experiences of space and spatial practice from staff…
Descriptors: Program Effectiveness, Teacher Attitudes, Cues, Information Technology
Wuang, Yee-Pay; Chiang, Ching-Sui; Su, Chwen-Yng; Wang, Chih-Chung – Research in Developmental Disabilities: A Multidisciplinary Journal, 2011
This quasi-experimental study compared the effect of standard occupational therapy (SOT) and virtual reality using Wii gaming technology (VRWii) on children with Down syndrome (DS). Children (n=105) were randomly assigned to intervention with either SOT or VRWii, while another 50 served as controls. All children were assessed with measures of…
Descriptors: Intervention, Computer Simulation, Down Syndrome, Occupational Therapy
Plancher, G.; Tirard, A.; Gyselinck, V.; Nicolas, S.; Piolino, P. – Neuropsychologia, 2012
Most neuropsychological assessments of episodic memory bear little similarity to the events that patients actually experience as memories in daily life. The first aim of this study was to use a virtual environment to characterize episodic memory profiles in an ecological fashion, which includes memory for central and perceptual details,…
Descriptors: Computer Simulation, Alzheimers Disease, Diseases, Identification
Liu, Chang; Zhong, Ying; Ozercan, Sertac; Zhu, Qing – International Journal of Virtual and Personal Learning Environments, 2013
This paper presents a template-based solution to overcome technical barriers non-technical computer end users face when developing functional learning environments in three-dimensional virtual worlds (3DVW). "iVirtualWorld," a prototype of a platform-independent 3DVW creation tool that implements the proposed solution, facilitates 3DVW…
Descriptors: Barriers, Technology Uses in Education, Simulated Environment, Computer Simulation
Peer reviewedPsotka, Joseph – Educational Technology & Society, 2013
New technologies often have the potential for disrupting existing established practices, but nowhere is this so pertinent as in education and training today. And yet, education has been glacially slow to adopt these changes in a large scale way, and innovations seem to be imposed mainly by students' and their changing social lifestyles than…
Descriptors: Educational Games, Educational Technology, Learning Modules, Virtual Classrooms
Lee, Soojeong – Educational Technology & Society, 2013
The purpose of this study is to search for any difference in self-expression of Second Life residents with different levels of shyness. For this purpose, we used sixty students from two fifth-grade elementary school classes. Thirty students were assigned to the high shyness group and the rest to the low shyness group. Each group completed pre- and…
Descriptors: Virtual Classrooms, Computer Simulation, Self Expression, Educational Technology
Cash, Paul E. – ProQuest LLC, 2013
In a North Texas school district, students taking online courses in a variety of subject areas were not successfully completing courses at the district's expected levels. The district pays for courses and student support while remaining financially responsible to the community and programmatically to students' online success. Students'…
Descriptors: Program Evaluation, Qualitative Research, High School Students, Computer Simulation

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