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Miller, Charman L.; Leadingham, Camille; Vance, Ronald – Journal of College Teaching & Learning, 2010
Associate Degree Nursing (ADN) faculty are challenged by the monumental responsibility of preparing students to function as safe, professional nurses in a two year course of study. Advances in computer technology and emphasis on integrating technology and active learning strategies into existing course structures have prompted many nurse educators…
Descriptors: Nursing Education, Course Objectives, Learning Strategies, Active Learning
Andreas, Konstantinidis; Tsiatsos, Thrasyvoulos; Terzidou, Theodouli; Pomportsis, Andreas – Computers & Education, 2010
In this paper we examine the transferability of the Jigsaw and Fishbowl collaborative learning techniques to the Second Life platform. Our aim is to assess the applicability of Second Life for collaborative learning by developing virtual tools and metaphors and exploiting the representational richness of this novel medium. In order to enhance the…
Descriptors: Computer Mediated Communication, Teaching Methods, Cooperative Learning, Figurative Language
Simpson, Joseph M.; Elias, Vicky L. – Teaching Sociology, 2011
This article introduces a sociology role-playing game (RPG) used to demonstrate the broad range of social forces, institutions, and structures in a semester-long series of in-class and homework assignments. RPGs and other simulation games have been frequently suggested as a useful teaching methodology because of their unique ability to allow…
Descriptors: Sociology, Role Playing, Educational Games, Simulation
Cole, Anne; Berge, Zane L. – Journal of Educational Technology, 2009
Corporate training professionals led the explosion of e-learning solutions in the 1990s. Yet in 2008, as new generations of technology-savvy, computer games-oriented employees are entering the workforce, corporate training departments are far behind universities in exploring the use of virtual worlds like Second Life or Protosphere as platforms…
Descriptors: Corporate Education, Training, Electronic Learning, Computer Assisted Instruction
Van Auken, Stuart; Campbell, Eileen Anne; Wells, Ludmilla Gricenko – Journal of Effective Teaching, 2009
This study associates the perceived effectiveness of alternative teaching methods with perceived instructional emphasis areas for each of two groups: faculty and students. It seeks to determine the congruency between faculty and student response. The results evidence a commonality between faculty and student perceptions as to the effectiveness of…
Descriptors: Teaching Methods, Instructional Effectiveness, College Students, College Faculty
Garner, Gavin Thomas – ProQuest LLC, 2009
Mechatronic systems that couple mechanical and electrical systems with the help of computer control are forcing a paradigm shift in the design, manufacture, and implementation of mechanical devices. The inherently interdisciplinary nature of these systems generates exciting new opportunities for developing a hands-on, inventive, and…
Descriptors: Engineering, Educational Environment, Laboratory Experiments, Interdisciplinary Approach
Wiebe, Eric N.; Minogue, James; Jones, M. Gail; Cowley, Jennifer; Krebs, Denise – Computers & Education, 2009
While there has been extensive experimental research on haptics, less has been conducted on cross-modal interactions between visual and haptic perception and even less still on cross-modal applications in instructional settings. This study looks at a simulation on the principles of levers using both visual and haptic feedback: one group received…
Descriptors: Feedback (Response), Eye Movements, Attention, Tactual Perception
Hannes Kaufmann; Bernd Meyer – Themes in Science and Technology Education, 2009
We present an immersive virtual reality (VR) application for physics education. It utilizes a recent physics engine developed for the PC gaming market to simulate physical experiments correctly and accurately. Students are enabled to actively build their own experiments and study them. A variety of tools are provided to analyze forces, mass, paths…
Descriptors: Physics, Science Instruction, Simulated Environment, Computer Simulation
Reese, Curt – Journal of Educational Technology, 2008
Educational computer games provide an environment in which interactions among students, teachers, and texts differ non-trivially from those of the traditional classroom. In order to build and research computer games effectively, it is important to provide a theoretical background that adequately describes and explains learning and interactions in…
Descriptors: Communities of Practice, Educational Games, Computer Games, Learning Processes
de Freitas, Sara; Griffiths, Mark – Learning, Media and Technology, 2008
Nowhere in the current digital technology landscape is the process of "blurring the lines between media" more apparent than with the uses and applications of gaming practices and technologies. Here the overlaps between new media and media interfaces are becoming significant as games technologies and practices are becoming more pervasive as…
Descriptors: Educational Practices, Educational Technology, Internet, Computers
Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed.; Mascia, Maria Lidia, Ed. – International Association for Development of the Information Society, 2019
These proceedings contain the papers of the 16th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2019), held during November 7-9, 2019, which has been organized by the International Association for Development of the Information Society (IADIS) and co-organised by University Degli Studi di Cagliari, Italy.…
Descriptors: Teaching Methods, Cooperative Learning, Engineering Education, Critical Thinking
Heinkel, Otto A. – J Exp Educ, 1970
Descriptors: Evaluation, Simulation, Teaching Methods
Panunto, Karen L. – ProQuest LLC, 2009
Nursing education programs are faced with the challenge of providing students with the necessary skills to function in a fast paced, high technological environment. To address this challenge, the current trend in nursing education is to integrate the use of high-fidelity simulation technology into the curricula although there has been limited…
Descriptors: Nursing Education, Student Attitudes, Nursing Students, Case Method (Teaching Technique)
Ayres, Kevin M.; Maguire, Amy; McClimon, Desiree – Education and Training in Developmental Disabilities, 2009
Three elementary aged students with autism participated in an evaluation of computer based video instruction that targeted functional life skills. The effects of the software were analyzed in the context of a multiple probe design across and replicated across participants. This study represents a departure from more traditional video based…
Descriptors: Autism, Computer Assisted Instruction, Teaching Methods, Educational Technology
Ramaswami, Rama – Campus Technology, 2009
Educators know that people learn best by doing. When students are doing something rather than reading or learning about it, they learn better. Immersive environments help students retain more information and speed up their learning. There's an enhancement in the way they learn. Immersive environments--which utilize technologies like simulations,…
Descriptors: Computer Simulation, Teaching Methods, Experiential Learning, Colleges

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