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Stoerger, Sharon M. – ProQuest LLC, 2010
The purpose of this dissertation is to examine teaching and learning in virtual worlds such as "Second Life" (SL). This research is designed to address the following questions: What are the pedagogical practices in virtual worlds? What are the strengths and weaknesses of these practices? How do these practices change at different course levels?…
Descriptors: Evidence, Constructivism (Learning), Education Courses, Distance Education
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Neely, Jeffrey C.; Bowers, K. Westmoreland; Ragas, Mathew W. – Journal of Interactive Learning Research, 2010
This study surveyed post-secondary instructors in 15 countries regarding their experiences using the virtual world Second Life as a teaching tool. Qualitative analysis of responses to open-ended questions suggests that Second Life offers a great deal of potential in realizing Grabinger and Dunlap's (2000) attributes of a rich environment for…
Descriptors: Constructivism (Learning), Active Learning, Teacher Attitudes, Teaching Experience
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Shannon, Patrick W.; Krumwiede, Kip R.; Street, Jeffrey N. – Journal of Management Education, 2010
Lean manufacturing, an outgrowth of the Toyota Production System, has spread far beyond the automobile industry and is seen by many leaders as a key management philosophy in the battle to compete on an international scale. Successful implementation of lean requires that managers and employees be educated in the proper application of lean tools and…
Descriptors: Computer Simulation, Computer Assisted Instruction, Experiential Learning, Teaching Methods
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Bin Hassan, Isham Shah; Ismail, Mohd Arif; Mustafa, Ramlee – Journal of Educational Technology, 2011
The purpose of this research is to examine the effect of integrating the mobile and CAD technology on teaching architectural design process for Malaysian polytechnic architectural students in producing a creative product. The website is set up based on Caroll's minimal theory, while mobile and CAD technology integration is based on Brown and…
Descriptors: Technology Integration, Building Design, Architectural Education, Creative Activities
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Bhukuvhani, Crispen; Mupa, Mathew; Mhishi, Misheck; Dziva, Daimond – International Journal of Education and Development using Information and Communication Technology, 2012
The practical work component offers unique challenges for university science courses. This is even more pertinent in an Open and Distance Learning (ODL) environment like the Bindura University of Science Education's Virtual and Open Distance Learning (VODL) programme. Effective ODL education should be flexible enough to accommodate science…
Descriptors: Case Studies, Distance Education, Teacher Education, Problem Solving
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Bachen, Christine M.; Hernandez-Ramos, Pedro F.; Raphael, Chad – Simulation & Gaming, 2012
In response to an increasingly interdependent world, educators are demonstrating a growing interest in educating for global citizenship. Many definitions of the "good global citizen" value empathy as an especially important disposition for understanding others across national borders and cultural divides. Yet it may be difficult for…
Descriptors: Control Groups, Citizenship, Educational Games, Empathy
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Wimpenny, Katherine; Savin-Baden, Maggi; Mawer, Matt; Steils, Nicole; Tombs, Gemma – Australasian Journal of Educational Technology, 2012
In the changing context of globalised higher education, a series of pedagogical shifts have occurred, and with them, a number of interactive learning approaches have emerged. This article reports on findings taken from a large-scale study that explored the socio-political impact of virtual world learning on higher education in the UK, specifically…
Descriptors: Foreign Countries, Higher Education, Teaching Methods, Computer Simulation
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Hallinger, Philip; Lu, Jiafang; Showanasai, Parinya – Educational Review, 2010
This paper presents findings of a study that evaluated the instructional effectiveness of a problem-based learning module constructed around a computer simulation, "Making Change Happen"[TM]. The "Leading Organizational Change" (LOC) course sought to enable students in a graduate management program in Thailand to learn to lead…
Descriptors: Administrator Education, Computer Simulation, Problem Based Learning, Learning Modules
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Herrera, Gerardo; Alcantud, Francisco; Jordan, Rita; Blanquer, Amparo; Labajo, Gabriel; De Pablo, Cristina – Autism: The International Journal of Research and Practice, 2008
Difficulties in understanding symbolism have been documented as characteristic of autistic spectrum disorders (ASDs). In general, virtual reality (VR) environments offer a set of potential advantages for educational intervention in ASD. In particular, VR offers the advantage, for teaching pretend play and for understanding imagination, of it being…
Descriptors: Play, Intervention, Computer Simulation, Autism
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Sins, Patrick H. M.; Savelsbergh, Elwin R.; van Joolingen, Wouter R.; van Hout-Wolters, Bernadette H. A. M. – International Journal of Science Education, 2009
While many researchers in science education have argued that students' epistemological understanding of models and of modelling processes would influence their cognitive processing on a modelling task, there has been little direct evidence for such an effect. Therefore, this study aimed to investigate the relation between students' epistemological…
Descriptors: Educational Practices, Computer Simulation, Cognitive Processes, Epistemology
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Tao, Yu-Hui; Cheng, Chieh-Jen; Sun, Szu-Yuan – Computers & Education, 2009
Previous studies have pointed out that computer games could improve students' motivation to learn, but these studies have mostly targeted teachers or students in elementary and secondary education and are without user adoption models. Because business and management institutions in higher education have been increasingly using educational…
Descriptors: Educational Games, Computer Simulation, Learning Motivation, Interpersonal Relationship
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Baker, Suzanne C.; Wentz, Ryan K.; Woods, Madison M. – Teaching of Psychology, 2009
The online virtual world Second Life (www.secondlife.com) has multiple potential uses in teaching. In Second Life (SL), users create avatars that represent them in the virtual world. Within SL, avatars can interact with each other and with objects and environments. SL offers tremendous creative potential in that users can create content within the…
Descriptors: Psychology, Teaching Methods, Technology Uses in Education, Educational Technology
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de Freitas, Sara; Neumann, Tim – Computers & Education, 2009
User interfaces are becoming more intuitive following the requirements of the individual learner and reinforcing the drive towards more personalised learning and greater learner autonomy. There are clearly a new set of challenges emerging for teaching practitioners that will have implications upon not just what is learned but importantly upon…
Descriptors: Experiential Learning, Discovery Learning, Virtual Classrooms, Professional Development
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Teoh, Jase – Journal of Educational Technology Systems, 2012
An in-depth qualitative study with nine secondary pre-service teachers from an undergraduate "Language and Literacy" class was conducted to examine the potential of simulation using Second Life (SL) in teacher education. Games and simulations were operationally defined in the broadest sense to distinguish key characteristics between…
Descriptors: Computer Uses in Education, Computer Simulation, Simulated Environment, Role Playing
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Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2016
For the thirty-ninth time, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Las Vegas, Nevada. The Proceedings of AECT's Convention are published in two volumes.…
Descriptors: Annual Reports, Conference Papers, Conferences (Gatherings), Educational Technology
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