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Zirzow, Nichole K. – Rural Special Education Quarterly, 2015
Students who are deaf or hard of hearing (D/HH) need additional support to learn curricular content and achieve academic outcomes. Students who attend rural schools may face greater challenges since they may have more limited access to services provided specially trained deaf educators. Yet, they need specialized instruction in learning how to use…
Descriptors: Deafness, Hearing Impairments, Simulated Environment, Educational Technology
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Eckardt, Gordon; Selen, Willem; Wynder, Monte – e-Journal of Business Education and Scholarship of Teaching, 2015
Business simulations are a powerful way to provide experiential learning that is focussed, controlled, and concentrated. Inherent in any simulation, however, are numerous assumptions that determine feedback, and hence the lessons learnt. In this conceptual paper we describe some common cost assumptions that are implicit in simulation design and…
Descriptors: Business Administration Education, Simulation, Educational Games, Teaching Methods
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Pazyura, Natalia – Comparative Professional Pedagogy, 2015
The article is devoted to the question of improvement of quality and efficiency of professional training of future technicians in aviation industry in the American educational establishments. Main attention is paid to the studies of pedagogical technologies, which are used for the sake of qualitative and efficient training of specialists of…
Descriptors: Aviation Education, Teaching Methods, Vocational Education, Educational Quality
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Lynch, Ronan; Mallon, Bride; Connolly, Cornelia – International Journal of Game-Based Learning, 2015
The advent of the Internet has been instrumental in producing new Game Based Learning (GBL) tools where education and games converge. Alternate Reality Games (ARGs) are one such GBL tool. Interactive narrative games that use the Internet as a central communications platform, ARGs challenge players to collaboratively collate a fragmented story.…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Teaching Methods
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Katz, James E.; Halpern, Daniel – Journal of Science Education and Technology, 2015
This study aims to assess the effectiveness of immersive environments that have been implemented by museums to attract new visitors. Based on the frameworks introduced by telepresence and media richness theories, and following a constructivist-based learning approach, we argue that the greater the similarity of an online museum experience is to…
Descriptors: Museums, Computer Simulation, Simulated Environment, Teaching Methods
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de Beer, Huub; Gravemeijer, Koeno; van Eijck, Michiel – ZDM: The International Journal on Mathematics Education, 2015
To prepare students for participation in our society, where interpreting, representing, and manipulating of dynamic phenomena are becoming key activities, we believe that one should start developing a mathematical understanding of change at an early age. We therefore started a design research project to teach the concept of instantaneous speed in…
Descriptors: Mathematics Skills, Skill Development, Grade 5, Elementary School Students
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Babyak, Andrew T. – Journal of Research on Christian Education, 2015
The current landscape in education is changing rapidly as online learning programs are experiencing great growth. As online learning grows, many professors and students are entering into new learning environments for the first time. While online learning has proven to be successful in many cases, it is not a journey upon which Christian professors…
Descriptors: Teaching Methods, Christianity, Religious Education, Online Courses
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Barreto, Daisyane C. – Educational Media and Technology Yearbook, 2015
Facilitated by the ascendance of massive multiplayer online games and virtual worlds, digital game culture has become a part of children's lives over the past few years. By playing these games, children can not only socialize with their regular friends face to face but also establish relationships with other players online. This chapter presents…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Game Based Learning
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Attardi, Stefanie M.; Barbeau, Michele L.; Rogers, Kem A. – Anatomical Sciences Education, 2018
An online section of a face-to-face (F2F) undergraduate (bachelor's level) anatomy course with a prosection laboratory was offered in 2013-2014. Lectures for F2F students (353) were broadcast to online students (138) using Blackboard Collaborate (BBC) virtual classroom. Online laboratories were offered using BBC and three-dimensional (3D)…
Descriptors: Undergraduate Students, Online Courses, Computer Simulation, Course Descriptions
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Comerford, Liam; Mannis, Adam; DeAngelis, Marco; Kougioumtzoglou, Ioannis A.; Beer, Michael – European Journal of Engineering Education, 2018
The concept of formative assessment is considered by many to play an important role in enhancing teaching in higher engineering education. In this paper, the concept of the flipped classroom as part of a blended learning curriculum is highlighted as an ideal medium through which formative assessment practices arise. Whilst the advantages of…
Descriptors: Databases, Formative Evaluation, Engineering Education, Blended Learning
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King, Barbara; Smith, Carmen Petrick – International Journal of Research in Education and Science, 2018
The advent of motion-controlled technologies has unlocked new possibilities for body-based learning in the mathematics classroom. For example, mixed-reality learning environments allow students the opportunity to embody a mathematical concept while simultaneously being provided a visual interface that represents their movement. In the current…
Descriptors: Educational Environment, Blended Learning, Teaching Methods, Instructional Effectiveness
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Hostetler, Andrew; Sengupta, Pratim; Hollett, Ty – Cognition and Instruction, 2018
In this article, we argue that when complex sociopolitical issues such as ethnocentrism and racial segregation are represented as complex, emergent systems using agent-based computational models (in short agent-based models or ABMs), discourse about these representations can disrupt social studies teacher candidates' dispositions of teaching…
Descriptors: Social Studies, Learning Activities, Race, Power Structure
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Rodriguez, Carolina; Hudson, Roland; Niblock, Chantelle – British Journal of Educational Technology, 2018
Combinations of Conventional Studio and Virtual Design Studio (VDS) have created valuable learning environments that take advantage of different instruments of communication and interaction. However, past experiences have reported limitations in regards to student engagement and motivation, especially when the studio projects encourage abstraction…
Descriptors: Design, Computer Simulation, Architectural Education, Cooperative Learning
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Dolgunsöz, Emrah; Yildirim, Gürkan; Yildirim, Serkan – Journal of Language and Linguistic Studies, 2018
Today technological developments emerge in a blink of an eye with an astounding speed and each update or development is investigated by educational researchers to contribute educational research and practice. VR (Virtual Reality), one of these technologies, can be defined as the visual technology in which a person experiences various virtual…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Computer Simulation
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Chen, Julian ChengChiang – Computer Assisted Language Learning, 2018
Driven by interactionist theory and operationalized by task-based interaction, this study aims to investigate EFL learners' task-based negotiation in Second Life (SL), a 3D multi-user virtual environment (MUVE). A group of adult EFL learners with diverse cultural/linguistic backgrounds in L1 participated in this task-based virtual class. Learners…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Computer Assisted Instruction
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