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Yusoff, Rasimah Che Mohd; Zaman, Halimah Badioze; Ahmad, Azlina – Australasian Journal of Educational Technology, 2011
This study investigates users' perception and acceptance of mixed reality (MR) technology. Acceptance of new information technologies has been important research area since 1990s. It is important to understand the reasons why people accept information technologies, as this can help to improve design, evaluation and prediction how users will…
Descriptors: Foreign Countries, Intention, Biomedicine, Science Instruction
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Urban-Woldron, Hildegard – Journal of Computers in Mathematics and Science Teaching, 2009
Appropriate educational technologies have the potential to make physics' concepts more accessible through visualization, modeling and multiple representations. Students are engaged in more powerful scientific activities and they are able to perform investigations that would not be possible without the use of technology. This paper presents…
Descriptors: Physics, Computer Software, Educational Technology, Internet
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Zhao, Guopeng; Ailiya; Shen, Zhiqi – Educational Technology & Society, 2012
Teachable agent is a type of pedagogical agent which instantiates Learning-by-Teaching theory through simulating a "naive" learner in order to motivate students to teach it. This paper discusses the limitation of existing teachable agents and incorporates intrinsic motivation to the agent model to enable teachable agents with initiative…
Descriptors: Foreign Countries, Instructional Design, Artificial Intelligence, Electronic Learning
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Klopfer, Eric; Scheintaub, Hal; Huang, Wendy; Wendel, Daniel; Roque, Ricarose – E-Learning, 2009
StarLogo The Next Generation (TNG) enables secondary school students and teachers to model decentralized systems through agent-based programming. TNG's inclusion of a three-dimensional graphical environment provides the capacity to create games and simulation models with a first-person perspective. The authors theorize that student learning of…
Descriptors: Curriculum Development, Creative Thinking, Secondary School Students, Pilot Projects
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Clarke, Jody; Dede, Chris – Journal of Science Education and Technology, 2009
One-size-fits-all educational innovations do not work because they ignore contextual factors that determine an intervention's efficacy in a particular local situation. This paper presents a framework on how to design educational innovations for scalability through enhancing their adaptability for effective usage in a wide variety of settings. The…
Descriptors: Educational Innovation, Virtual Classrooms, Case Studies, Middle Schools
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Booth, Paula; Henderson-Begg, Stephanie – Journal of Interactive Learning Research, 2011
Invited as a paper from E-Learn 2009 This study compared two programmes developed as a learning tool for students to practise basic laboratory procedures. One was a Flash simulation programme, the other a Second Life virtual reality programme. A cohort of 93 bioscience students participated in the between trial. A control group was used to…
Descriptors: Foreign Countries, Educational Technology, Laboratory Procedures, Science Instruction
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Chase, Catherine C.; Chin, Doris B.; Oppezzo, Marily A.; Schwartz, Daniel L. – Journal of Science Education and Technology, 2009
Betty's Brain is a computer-based learning environment that capitalizes on the social aspects of learning. In Betty's Brain, students instruct a character called a Teachable Agent (TA) which can reason based on how it is taught. Two studies demonstrate the "protege effect": students make greater effort to learn for their TAs than they do…
Descriptors: Learning Activities, Student Motivation, Grade 8, Grade 5
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Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2017
These proceedings contain the papers of the 14th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2017), 18-20 October 2017, which has been organized by the International Association for Development of the Information Society (IADIS) and endorsed by the Japanese Society for Information and Systems in…
Descriptors: Conference Papers, Student Journals, Diaries, Self Management
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Barab, Sasha A.; Scott, Brianna; Siyahhan, Sinem; Goldstone, Robert; Ingram-Goble, Adam; Zuiker, Steven J.; Warren, Scott – Journal of Science Education and Technology, 2009
Drawing on game-design principles and an underlying situated theoretical perspective, we developed and researched a 3D game-based curriculum designed to teach water quality concepts. We compared undergraduate student dyads assigned randomly to four different instructional design conditions where the content had increasingly level of…
Descriptors: Environmental Education, Undergraduate Students, Water Quality, Test Items
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Nelson, Brian C.; Ketelhut, Diane Jass – International Journal of Computer-Supported Collaborative Learning, 2008
In this paper, we present the results of an exploratory study into the relationship between student self-efficacy and guidance use in a Multi-User Virtual Environment (MUVE) science curriculum project. We describe findings from a sample of middle school science students on the combined impact on learning of student self-efficacy in scientific…
Descriptors: Self Efficacy, Guidance, Science Curriculum, Science Instruction
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Ketelhut, Diane Jass; Nelson, Brian C.; Clarke, Jody; Dede, Chris – British Journal of Educational Technology, 2010
This study investigated novel pedagogies for helping teachers infuse inquiry into a standards-based science curriculum. Using a multi-user virtual environment (MUVE) as a pedagogical vehicle, teams of middle-school students collaboratively solved problems around disease in a virtual town called River City. The students interacted with "avatars" of…
Descriptors: Urban Areas, Virtual Classrooms, Science Education, Science Curriculum
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Ketelhut, Diane Jass; Nelson, Brian C. – Educational Research, 2010
Background: Most policy doctrines promote the use of scientific inquiry in the K-12 classroom, but good inquiry is hard to implement, particularly for schools with fiscal and safety constraints and for teachers struggling with understanding how to do so. Purpose: In this paper, we present the design of a multi-user virtual environment (MUVE)…
Descriptors: Suburban Schools, Student Attitudes, Virtual Classrooms, Science Curriculum
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Eckert, Bodo; Grober, Sebastian; Jodl, Hans-Jorg – American Journal of Distance Education, 2009
This article describes three connected projects in physics: (1) a very successful course at the university level; (2) a collection of several thousand multimedia materials, its status and evaluation, and its dissemination; and (3) Web experiments--experiments that can be operated remotely from a distance via the Internet. (Contains 4 tables and 10…
Descriptors: Distance Education, Physics, Internet, College Instruction
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Birchfield, David; Megowan-Romanowicz, Colleen – International Journal of Computer-Supported Collaborative Learning, 2009
Conversational technologies such as email, chat rooms, and blogs have made the transition from novel communication technologies to powerful tools for learning. Currently virtual worlds are undergoing the same transition. We argue that the next wave of innovation is at the level of the computer interface, and that mixed-reality environments offer…
Descriptors: Elementary Secondary Education, Achievement Gains, Student Participation, Earth Science
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Keller, Harry E.; Keller, Edward E. – Science Education Review, 2005
Francis Bacon began defining scientific methodology in the early 17th century, and secondary school science classes began to implement science labs in the mid-19th century. By the early 20th century, leading educators were suggesting that science labs be used to develop scientific thinking habits in young students, and at the beginning of the 21st…
Descriptors: Science Instruction, Science Experiments, Science Laboratories, Educational Technology
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