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Peppler, Kylie; Danish, Joshua A.; Phelps, David – Simulation & Gaming, 2013
Although games--including board games, video games, and Massive Multiplayer Online Games--have garnered significant attention in recent years for their impact on educational outcomes, a primary focus of this interest is the transfer of knowledge from game to nongame settings. Building on this literature, our research explores how game designs that…
Descriptors: Games, Teaching Methods, Design, Competition
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Elford, Marti; Carter, Richard A., Jr.; Aronin, Sara – Journal of Staff Development, 2013
There is not just one way to give feedback, nor is there just one kind of feedback. Bug-in-ear technology, which allows coaches to give teachers in the classroom immediate feedback, has been used successfully for 35 years. In an updated twist on this method, researchers at the University of Kansas used bug-in-ear coaching in a virtual classroom…
Descriptors: Feedback (Response), Methods, Coaching (Performance), Classroom Techniques
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Fan, Xinxin; Geelan, David – Journal of Computers in Mathematics and Science Teaching, 2013
Secondary school science teachers have a wide variety of teaching approaches available to them as they support the development of their students' scientific literacy and knowledge of, and about, science. Information technologies, on computers and other devices, offer potentially valuable ways to supplement this "toolkit" of teaching approaches.…
Descriptors: Teaching Methods, Science Teachers, Secondary School Science, Scientific Literacy
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Kennedy, Gregor; Ioannou, Ioanna; Zhou, Yun; Bailey, James; O'Leary, Stephen – Australasian Journal of Educational Technology, 2013
The analysis and use of data generated by students' interactions with learning systems or programs--learning analytics--has recently gained widespread attention in the educational technology community. Part of the reason for this interest is based on the potential of learning analytic techniques such as data mining to find hidden patterns in…
Descriptors: Data Analysis, Interaction, Educational Technology, Data Collection
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Rajendran, G. – Journal of Computer Assisted Learning, 2013
Individuals with autism spectrum disorders supposedly have an affinity with information and communication technology (ICT), making it an ideally suited media for this population. Virtual environments (VEs)--both two-dimensional and immersive--represent a particular kind of ICT that might be of special benefit. Specifically, this paper discusses…
Descriptors: Autism, Pervasive Developmental Disorders, Theory of Mind, Executive Function
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Lye, Ngit Chan; Wong, Kok Wai; Chiou, Andrew – Interactive Learning Environments, 2013
Educational robotics involves using robots as an educational tool to provide a long term, and progressive learning activity, to cater to different age group. The current concern is that, using robots in education should not be an instance of a one-off project for the sole purpose of participating in a competitive event. Instead, it should be a…
Descriptors: Robotics, Educational Technology, Teaching Methods, Technology Uses in Education
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Raymond, Chad; Usherwood, Simon – Journal of Political Science Education, 2013
Simulations are employed widely as teaching tools in political science, yet evidence of their pedagogical effectiveness, in comparison to other methods of instruction, is mixed. The assessment of learning outcomes is often a secondary concern in simulation design, and the qualitative and quantitative methods used to evaluate outcomes are…
Descriptors: Political Science, Simulation, Teaching Methods, Outcome Measures
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Muir, Tracey; Allen, Jeanne Maree; Rayner, Christopher Stephen; Cleland, Ben – Journal of Interactive Media in Education, 2013
Many pre-service teachers feel under-prepared to teach students with a diverse range of needs and abilities and continue to be concerned about classroom behaviour management when undertaking practicum experiences. In order to address these concerns, teacher educators have explored alternative pedagogical approaches, including computer based…
Descriptors: Virtual Classrooms, Teaching Methods, Practicums, Pilot Projects
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Carmichael, P.; Tscholl, M. – Journal of Computer Assisted Learning, 2013
"Ensemble" is an interdisciplinary research and development project exploring the potential role of emerging Semantic Web technologies in case-based learning across learning environments in higher education. Empirical findings have challenged the claim that cases "bring reality into the classroom" and that this, in turn, might…
Descriptors: Internet, Web 2.0 Technologies, Higher Education, Educational Technology
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Li, Zhong-Zheng; Cheng, Yuan-Bang; Liu, Chen-Chung – British Journal of Educational Technology, 2013
Game-like learning systems such as simulation games and digital toys are increasingly being applied to foster higher-level abilities in educational contexts, as they may facilitate an active learning experience. However, the effect of such game-like learning systems is not guaranteed because students may only be interested in the fantasy…
Descriptors: Active Learning, Instructional Design, Learning Strategies, Computer Simulation
Hix, Joanne W. – ProQuest LLC, 2013
The purpose of business training programs is to improve performance, which improved performance changes leadership behaviors based on the knowledge, skills, and abilities (KSAs) learned in training. One of the most common criticisms of leadership training is the tendency to focus on teaching theory but not on applying theory into practice, that…
Descriptors: Transfer of Training, Leadership Training, Criticism, Theory Practice Relationship
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Bowers, K. Westmoreland – Journal of Educational Technology Systems, 2014
The purpose of this study was to identify constructivist concepts that are important to student-perceived learning outcomes in college courses that use a virtual world, such as Second Life, as an educational tool. Identification of these concepts will help instructors to make the best use of their course design efforts in mediated environments.…
Descriptors: Student Attitudes, Constructivism (Learning), Student Responsibility, Computer Simulation
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Liew, Tze Wei; Tan, Su-Mae; Seydali, Rouzbeh – Journal of Educational Technology Systems, 2014
The present study examined the relationship among learners' differences, behaviors in manipulating variables, and learning achievements in a simulation-based program that supports discovery learning in the subject of C-programming algorithm. Participants (n = 66) took the Group Embedded Figures Test, Action Control Scale, and Computer…
Descriptors: Computer Simulation, Individual Differences, Self Efficacy, Student Behavior
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Reaburn, Robyn – Statistics Education Research Journal, 2014
This study aimed to gain knowledge of students' beliefs and difficulties in understanding p-values, and to use this knowledge to develop improved teaching programs. This study took place over four consecutive teaching semesters of a one-semester tertiary statistics unit. The study was cyclical, in that the results of each semester were used to…
Descriptors: Introductory Courses, Statistics, Postsecondary Education, Beliefs
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Altay, Burçak; Demirkan, Halime – International Journal of Inclusive Education, 2014
To enhance the function and quality of built environments, designers should consider all possible users in their design projects. Therefore, it is essential to incorporate inclusive design in the education of the design student. This study focuses on the educational objectives of and related learning activities in a course where inclusive design…
Descriptors: Empathy, Modeling (Psychology), Access to Education, Disabilities
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