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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
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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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White, David; Le Cornu, Alison – Educational Research, 2010
Background: Many of the potential benefits of using virtual worlds for teaching and learning are difficult to define and often become overly focused on the functionality of the technology or on its ability to support informal or "social" forms of learning. Purpose: The aim of the paper is to highlight the experiential nature of virtual…
Descriptors: Experiential Learning, Learning Theories, Lifelong Learning, Pilot Projects
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Savin-Baden, Maggi – London Review of Education, 2010
This paper presents a study that used narrative inquiry to explore staff experiences of learning and teaching in immersive worlds. The findings introduced issues relating to identity play, the relationship between pedagogy and play and the ways in which learning, play and fun were managed (or not). At the same time there was a sense of imposed or…
Descriptors: Play, Teacher Attitudes, Self Concept, Values
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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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Psotka, Joseph – Instructional Science, 1995
Describes virtual reality (VR) technology and VR research on education and training. Focuses on immersion as the key added value of VR, analyzes cognitive variables connected to immersion, how it is generated in synthetic environments and its benefits. Discusses value of tracked, immersive visual displays over nonimmersive simulations. Contains 78…
Descriptors: Cognitive Processes, Cognitive Style, Computer Simulation, Educational Research
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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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Nett, Bernhard – International Journal of Computer-Supported Collaborative Learning, 2008
Educators who are prepared to make use of CSCL can find themselves restricted in their space for maneuvering regarding educational innovation. As a supportive context can be very important for them, the study presented here describes and analyzes a related case of a Community of Practice (CoP) among tutors contributing to the development and…
Descriptors: Seminars, Student Participation, Educational Innovation, College Faculty
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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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Yang, Jie Chi; Chen, Chih Hung; Jeng, Ming Chang – Computers & Education, 2010
The aim of this study is to design and develop a Physically Interactive Learning Environment, the PILE system, by integrating video-capture virtual reality technology into a classroom. The system is designed for elementary school level English classes where students can interact with the system through physical movements. The system is designed to…
Descriptors: Feedback (Response), Experimental Groups, Computer Simulation, Learning Motivation
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Oner, Diler – International Journal of Computer-Supported Collaborative Learning, 2008
In this paper, I review both mathematics education and CSCL literature and discuss how we can better take advantage of CSCL tools for developing mathematical proof skills. I introduce a model of proof in school mathematics that incorporates both empirical and deductive ways of knowing. I argue that two major forces have given rise to this…
Descriptors: Mathematics Education, Computer Software, Mathematical Logic, Geometry
Oklahoma State Dept. of Vocational and Technical Education, Stillwater. Curriculum and Instructional Materials Center. – 1996
This document contains both an instructor's guide and a student guide for a city planning learning activity for technology education classes. The instructor's guide provides the following: an overview of technology education, a summary of activities and supplies needed for students to complete the learning activity, a supplies and materials…
Descriptors: Built Environment, Classroom Techniques, Computer Simulation, Learning Activities
Brack, Greg; And Others – 1994
With the exception of a few key writers, counselors largely ignore the benefits that Artificial Intelligence (AI) and Cognitive Psychology (CP) can bring to counseling. It is demonstrated that AI and CP can be integrated into the counseling literature. How AI and CP can offer new perspectives on information processing, cognition, and helping is…
Descriptors: Artificial Intelligence, Cognitive Processes, Cognitive Psychology, Computer Simulation
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Hensgens, Jan; And Others – Instructional Science, 1995
Describes the SAM (Simulation and Multimedia) project and the rationales behind it. SAM focuses mainly on integrated simulation-based learning environments and creates a framework for authoring, modelling, and learning. SAM methods and techniques are developed to design adaptable courses to meet different learner profiles and to integrate…
Descriptors: Authoring Aids (Programming), Computer Assisted Instruction, Computer Simulation, Computer Uses in Education
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Saltmarsh, Sue; Sutherland-Smith, Wendy – London Review of Education, 2010
Australian higher education increasingly relies on flexible modes of delivery as a means of attracting and retaining students in a highly competitive global education market. While education is among those disciplines that have been most actively involved in the shift from face-to-face to online learning and teaching, the transition for many…
Descriptors: Electronic Learning, Online Courses, Teacher Attitudes, Teacher Educators
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