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Martínez-Sáez, Antonio; Corral-Esteban, Avelino; Vinagre-Laranjeira, Margarita – Research-publishing.net, 2018
With the integration of new technologies in the foreign language classroom, the practice of collaborative writing has gained renewed attention, although some questions still remain unanswered regarding the extent to which these tools help learners in their writing when compared to more traditional learning contexts (Elola & Oskoz, 2010). In…
Descriptors: Collaborative Writing, Undergraduate Students, English (Second Language), Second Language Learning
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Tornqvist, Dominicus – International Journal of Game-Based Learning, 2014
There is a kind of seemingly nonsensical play behavior found in the simulation sandbox game genre. This behavior is very spontaneous and impulsive and associated with self-initiated learning, and here the author seeks to better understand what it is, and why it seems associated with simulation sandbox games. That is: What purpose does it serve,…
Descriptors: Play, Computer Simulation, Motivation, Teaching Methods
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Puzziferro, Maria; McGee, Elisabeth – Online Journal of Distance Learning Administration, 2021
The COVID-19 pandemic has led to an unprecedented shift in how health science education is delivered (Sandars et al., 2020). With face-to-face learning, such as lab and classroom interactions, largely unavailable during the pandemic, institutions have been required to quickly shift the learning environment to a fully virtual format. While…
Descriptors: COVID-19, Pandemics, Health Sciences, Laboratories
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Bicen, Huseyin; Bal, Erkan – World Journal on Educational Technology: Current Issues, 2016
The rapid development of the new technology has changed classroom teaching methods and tools in a positive way. This study investigated the classroom learning with augmented reality and the impact of student opinions. 97 volunteer undergraduate students took part in this study. Results included data in the form of frequencies, percentages and…
Descriptors: Student Attitudes, Opinions, Simulated Environment, Computer Simulation
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Parker, Walter C.; Lo, Jane C. – Democracy & Education, 2016
The high school government course is arguably the main site of formal civic education in the country today. This article presents the curriculum that resulted from a multiyear study aimed at improving the course. The pedagogic model, called "Knowledge in Action," centers on a rigorous form of project-based learning where the projects are…
Descriptors: High School Students, United States Government (Course), Course Content, Teaching Methods
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Shih, Ju-Ling; Hsu, Yu-Jen – Educational Technology & Society, 2016
This study used the Xbox Kinect and Unity 3D game engine to develop two motion-sensing games in which the participants, in simulated scenarios, could experience activities that are unattainable in real life, become immersed in collaborative activities, and explore the value of adventure education. Adventure Education involves courses that…
Descriptors: Adventure Education, Computer Games, Computer Simulation, Questionnaires
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Li, Kuo-Chen; Chen, Cheng-Ting; Cheng, Shein-Yung; Tsai, Chung-Wei – Universal Journal of Educational Research, 2016
The study uses augmented reality (AR) technology to integrate virtual objects into the real learning environment for language learning. The English AR classroom is constructed using the system prototyping method and evaluated by semi-structured in-depth interviews. According to the flow theory by Csikszenmihalyi in 1975 along with the immersive…
Descriptors: Semi Structured Interviews, Schemata (Cognition), Teaching Methods, Curriculum Design
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Pfannkuch, Maxine; Budgett, Stephanie; Fewster, Rachel; Fitch, Marie; Pattenwise, Simeon; Wild, Chris; Ziedins, Ilze – Statistics Education Research Journal, 2016
Because new learning technologies are enabling students to build and explore probability models, we believe that there is a need to determine the big enduring ideas that underpin probabilistic thinking and modeling. By uncovering the elements of the thinking modes of expert users of probability models we aim to provide a base for the setting of…
Descriptors: Statistics, Probability, Teaching Methods, Foreign Countries
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Newgarden, Kristi; Zheng, Dongping – ReCALL, 2016
In this study of affordances for second language (L2) learning in World of Warcraft (WoW) group play, we compared three gameplay episodes spanning a semester-long course. Applying multimodal analysis framed by ecological, dialogical and distributed (EDD) views (Zheng and Newgarden, forthcoming), we explored four English as a second language…
Descriptors: Second Language Learning, Second Language Instruction, Computer Simulation, Computer Games
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Kin, Ng Hong; Ling, Tan Aik – Teaching Science, 2016
The concept of specificity of enzyme action can potentially be abstract for some students as they fail to appreciate how the three-dimensional configuration of enzymes and the active sites confer perfect fit for specific substrates. In science text books, the specificity of enzyme-substrate binding is typically likened to the action of a lock and…
Descriptors: Science Instruction, Scientific Concepts, Teaching Methods, Models
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Douglas B. Clark; Satyugjit Virk; Pratim Sengupta; Corey Brady; Mario Martinez-Garza; Kara Krinks; Stephen S. Killingsworth; John Kinnebrew; Gautam Biswas; Jacqueline Barnes; James Minstrell; Brian C. Nelson; Kent Slack; Cynthia M. D'Angelo – International Journal of Designs for Learning, 2016
We have iteratively designed and researched five digital games focusing on Newtonian dynamics for middle school classrooms during the past seven years. The designs have evolved dramatically in terms of the roles and relationships of the formal representations, phenomenological representations, and control schemes. Phenomenological representations…
Descriptors: Educational Technology, Technology Uses in Education, Video Games, Teaching Methods
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Varutharaju, Elengovan; Ratnavadivel, Nagendralingan – Malaysian Journal of Learning and Instruction, 2014
Purpose: The study aimed to explore, describe and analyse the design and implementation of clinical simulation as a pedagogical tool in bridging the deficiency of higher order thinking skills among para-medical students, and to make recommendations on incorporating clinical simulation as a pedagogical tool to enhance thinking skills and align the…
Descriptors: Thinking Skills, Simulation, Simulated Environment, Computer Simulation
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Cheung, Jeffrey J. H.; Kulasegaram, Kulamakan M.; Woods, Nicole N.; Moulton, Carol-anne; Ringsted, Charlotte V.; Brydges, Ryan – Advances in Health Sciences Education, 2018
Transfer is a desired outcome of simulation-based training, yet evidence for how instructional design features promote transfer is lacking. In clinical reasoning, transfer is improved when trainees experience instruction integrating basic science explanations with clinical signs and symptoms. To test whether integrated instruction has similar…
Descriptors: Transfer of Training, Teaching Methods, Rating Scales, Pretests Posttests
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Lawrence, Geoff; Ahmed, Farhana – International Journal of Computer-Assisted Language Learning and Teaching, 2018
This article shares pedagogical insights from a qualitative study examining the use of immersive social virtual worlds (SVWs) in language teaching and learning. Recognizing the language learning affordances of immersive virtual environments, this research examines the beliefs and practices of 'Karelia Kondor,' an avatar-learner and teacher of…
Descriptors: Computer Simulation, Second Language Learning, Second Language Instruction, Teaching Methods
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García, Mercedes Rico; da Silva, Paula Ferreira – Teaching English with Technology, 2018
Living in a global world involves not only mastering languages, but also dealing with different habits and values. It becomes critical with students trained to deal with a multicultural public, such as the group of learners from tourism covered by our research. Our proposal aims to analyze whether the virtual world of Second Life (SL) facilitates…
Descriptors: Hospitality Occupations, Tourism, Undergraduate Students, Foreign Countries
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