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DiBello, Lia; Missildine, Whit; Struttman, Marie – Mind, Culture, and Activity, 2009
This paper describes a two-year study in which high levels of performance were achieved and sustained among so-called low-level workers in a biotech company. The purpose of the study--funded by National Science Foundation and lnvitrogen Corporation--were to explore the effectiveness of an accelerated learning Operational Simulation (OpSim)…
Descriptors: Longitudinal Studies, Psychoeducational Methods, Acceleration (Education), Program Effectiveness
Sanders, Janet H.; Udoka, Silvanus J. – Simulation & Gaming, 2010
Fundamental concepts and definitions of electronic learning (eLearning) continue to emerge, and theories of eLearning that have been advanced thus far cover an array of academic perspectives including training and education, learning and knowledge, and technology and applications to specific market segments. Any study of the effectiveness and…
Descriptors: Electronic Learning, Program Effectiveness, Manufacturing, Virtual Classrooms
Building Fictional Ethos: Analysing the Rhetorical Strategies of Persona Design for Online Role Play
Doerr-Stevens, Candance – E-Learning and Digital Media, 2011
This article presents a qualitative case study that uses discourse and social semiotic analysis methods in order to examine the rhetorical construction of fictional personas within an online role play used for learning in the college classroom. Of special focus are the differing patterns of semiotic resource use (for example, language and…
Descriptors: Rhetoric, Program Effectiveness, Semiotics, Linguistic Theory
Nishide, Ryo – Journal of Interactive Learning Research, 2011
This paper proposes extensive applications of virtual collaborative space in order to enhance the efficiency and capability of Digital Campus. The usability of Digital Campus has been experimented in different learning environments and evaluated by questionnaire as that the presence technology and a sense of solidarity influence the participants'…
Descriptors: Foreign Countries, Educational Innovation, Educational Experiments, Lecture Method
Cassady, Jerrell C.; Kozlowski, Alison; Kornmann, Mark – Journal of Interactive Learning Research, 2008
Creating authentic digital learning experiences associated with classic field trip locations is a growing educational practice. One form of this developing field of educational programming is an electronic field trip, which involves student activities, teacher curriculum, and a live broadcast from the target location. This study provides the first…
Descriptors: Field Trips, Educational Practices, Parks, Programming
Sutton, Melanie; White, Laura; Mbizo, Justice; Stewart, George – International Journal on E-Learning, 2010
This article describes the use of assessment in the design and implementation stages of launching online courses and programs. While use of assessment for improving student engagement in both face-to-face and online courses has been commonly used, the authors augmented the strategic planning of programs to include assessment as a tool for…
Descriptors: Strategic Planning, Online Courses, Program Effectiveness, Biological Sciences
Mellet-d'Huart, Daniel – Themes in Science and Technology Education, 2009
This article covers the application of virtual reality (VR) to training and lifelong learning. A number of considerations concerning the design of VR applications are included. The introduction is dedicated to the more general aspects of applying VR to training. From multiple perspectives, we will provide an overview of existing applications with…
Descriptors: Simulated Environment, Computer Simulation, Technology Uses in Education, Educational Technology
Understanding the Impact of Virtual World Environments on Social and Cognitive Processes in Learning
Zhang, Chi – ProQuest LLC, 2009
Researchers in information systems and technology-mediated learning have begun to examine how virtual world environments can be used in learning and how they enable learning processes and enhance learning outcomes. This research examined learning processes in a virtual world learning environment (VWLE). A research model of VWLE effects on learning…
Descriptors: Distance Education, Program Effectiveness, Interaction, Learning Processes
Fero, Laura J. – ProQuest LLC, 2009
Alternative approaches to evaluating critical thinking skills are needed, as pencil and paper assessments may not accurately predict simulated or actual clinical performance. To ensure patient safety, it is imperative to determine how to best promote and measure critical thinking skills. Few studies have examined how these skills are related to…
Descriptors: Nursing Students, Standardized Tests, Program Effectiveness, Critical Thinking
Oliver, Kevin; Kellogg, Shaun; Townsend, Latricia; Brady, Kevin – Distance Education, 2010
Eight teams of elementary and middle school teachers developed pilot online courses for the North Carolina Virtual Public School (NCVPS) in the USA. A qualitative case study with focus groups and a follow-up survey helped to identify common needs of these non-traditional course designers during course development efforts. Findings suggest virtual…
Descriptors: Feedback (Response), Focus Groups, Web Based Instruction, Middle School Teachers
Spangenberg, Ronald W. – 1974
An evaluation of the usability, effectiveness, and acceptance in a job environment was performed on a general purpose simulator using a simulation of a radar system. General purpose simulators permit sharing of a programable capacity among simulations, thus providing economical hands-on training and training not usually economically available by…
Descriptors: Job Training, Military Training, Program Effectiveness, Simulated Environment
Games, Ivan Alex – Learning, Media and Technology, 2010
This article presents the results of a three-year study of "Gamestar Mechanic" (www.gamestarmechanic.com), a flash-based multiplayer online role-playing game developed for the MacArthur Foundation's digital media learning initiative by the University of Wisconsin-Madison, and Gamelab in New York. The game's objective is to help children…
Descriptors: Design, Role Playing, Discourse Analysis, Thinking Skills
Hennessy, Dwight A.; Lanni-Manley, Elizabeth; Maiorana, Nicole – Journal of Drug Education, 2006
The present study was designed to examine the effectiveness of Fatal Vision Goggles in reducing intentions to drink and drive. Participants performed a field sobriety task and drove in a traffic simulator while wearing the goggles. A regression analysis was performed in order to predict changes in intentions to drink and drive, using typical…
Descriptors: College Students, Drinking, Attitude Change, Prevention
Zhang, Li; Gillies, Marco; Dhaliwal, Kulwant; Gower, Amanda; Robertson, Dale; Crabtree, Barry – International Journal of Artificial Intelligence in Education, 2009
This paper describes a multi-user role-playing environment, referred to as "e-drama", which enables groups of people to converse online, in scenario driven virtual environments. The starting point of this research, is an existing application known as "edrama", a 2D graphical environment in which users are represented by static…
Descriptors: Disabilities, Cartoons, Interpersonal Relationship, Interaction
Kim, Julia M.; Hill, Randall W., Jr.; Durlach, Paula J.; Lane, H. Chad; Forbell, Eric; Core, Mark; Marsella, Stacy; Pynadath, David; Hart, John – International Journal of Artificial Intelligence in Education, 2009
Negotiation skills are essential in everyday life, whether in a professional or personal context. Negotiation enables two parties to address misunderstandings and avoid conflicts through an exchange that depends as much on the interpersonal skills of the negotiators as the tactics employed. Acquiring these skills requires not only sound conceptual…
Descriptors: Foreign Countries, Concept Formation, Cultural Context, Intelligent Tutoring Systems