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Salen, Katie – Journal of Educational Multimedia and Hypermedia, 2007
Educators and education advocates have recently acknowledged that the ability to think systemically is one of the necessary skills for success in the 21st century. Game-making is especially well-suited to encouraging meta-level reflection on the skills and processes that designer-players use in building such systems. Membership in a community of…
Descriptors: Literacy, Play, Reading Skills, Educational Games
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Journal of Chemical Education, 1988
Describes a chemistry software program that emulates a modern binary gradient HPLC system with reversed phase column behavior. Allows for solvent selection, adjustment of gradient program, column selection, detectory selection, handling of computer sample data, and sample preparation. (MVL)
Descriptors: Chemical Analysis, Chemistry, Chromatography, College Science
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Jeffs, Tara L. – Themes in Science and Technology Education, 2009
The use of virtual environments for special needs is as diverse as the field of Special Education itself and the individuals it serves. Individuals with special needs often face challenges with attention, language, spatial abilities, memory, higher reasoning and knowledge acquisition. Research in the use of Virtual Learning Environments (VLE)…
Descriptors: Educational Technology, Technology Uses in Education, Special Education, Simulated Environment
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Heck, Andre – Teaching Mathematics and Its Applications: An International Journal of the IMA, 2009
Technology offers ample opportunities to bring reality into the classroom. Students and teachers nowadays have many tools to work in an authentic way with real data in mathematics and science education. However, much research and development are still needed to create a consistent learning trajectory out of the many exciting single activities.…
Descriptors: Research Needs, Research Projects, Secondary School Students, Class Activities
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Fang, Yu-Shen; Lee, Lung-Sheng – Interactive Technology and Smart Education, 2009
Purpose: Applications of online Second Life (SL) prevail over the world. The purpose of this paper is to make a review and synthesis of recent research studies on SL. Design/methodology/approach: Documental analysis is employed. Totally, 135 research publications, published in 2006-2008, are reviewed and synthesized. Findings: Findings are as…
Descriptors: Educational Research, Research Methodology, Literature Reviews, Research Reports
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Abdullah, Sopiah; Shariff, Adilah – EURASIA Journal of Mathematics, Science & Technology Education, 2008
The purpose of the study was to investigate the effects of inquiry-based computer simulation with heterogeneous-ability cooperative learning (HACL) and inquiry-based computer simulation with friendship cooperative learning (FCL) on (a) scientific reasoning (SR) and (b) conceptual understanding (CU) among Form Four students in Malaysian Smart…
Descriptors: Computer Simulation, Cooperative Learning, Teaching Methods, Scientific Principles
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Nadolski, Rob J.; Hummel, Hans G. K.; van den Brink, Henk J.; Hoefakker, Ruud E.; Slootmaker, Aad; Kurvers, Hub J.; Storm, Jeroen – Simulation & Gaming, 2008
Societal changes demand educators to apply new pedagogical approaches. Many educational stakeholders feel that serious games could play a key role in fulfilling this demand, and they lick their chops when looking at the booming industry of leisure games. However, current toolkits for developing leisure games show severe shortcomings when applied…
Descriptors: Higher Education, Educational Games, Learning Modules, Courseware
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Virvou, Maria; Katsionis, George – Computers & Education, 2008
Educational software games aim at increasing the students' motivation and engagement while they learn. However, if software games are targeted to school classrooms they have to be usable and likeable by all students. Usability of virtual reality games may be a problem because these games tend to have complex user interfaces so that they are more…
Descriptors: Educational Games, Computers, Computer Software, Computer Simulation
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Newell, Terrance S. – School Library Media Research, 2008
This study compared the effectiveness of two instructional methods--problem-based instruction within a face-to-face context and computer-mediated participatory simulation--in increasing students' content knowledge and application gains in the area of information problem-solving. The instructional methods were implemented over a four-week period. A…
Descriptors: Problem Solving, Program Effectiveness, English, Teaching Methods
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Martins, Ana Margarida; Vera-Licona, Paola; Laubenbacher, Reinhard – Teaching Mathematics and Its Applications: An International Journal of the IMA, 2008
This article describes a mathematical biology workshop given to secondary school teachers of the Danville area in Virginia, USA. The goal of the workshop was to enable teams of teachers with biology and mathematics expertise to incorporate lesson plans in mathematical modelling into the curriculum. The biological focus of the activities is the…
Descriptors: Mathematics Education, Molecular Biology, Workshops, Secondary School Teachers
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Jones, Rebecca – Journal of Political Science Education, 2008
Assessment of learning outcomes and evaluation of teaching methods are necessary in order to ensure that students are learning the lessons that faculty believe they are conveying. Quantitative data on the effectiveness of various pedagogical methods allows faculty to make adjustments to classes over time. Regular assessment of student learning…
Descriptors: Teaching Methods, Foreign Countries, Educational Assessment, Instructional Effectiveness
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Esponda-Arguero, Margarita – Journal of Educational Computing Research, 2008
This article is a review of the pedagogical experience obtained with systems for algorithmic animation. Algorithms consist of a sequence of operations whose effect on data structures can be visualized using a computer. Students learn algorithms by stepping the animation through the different individual operations, possibly reversing their effect.…
Descriptors: Animation, Teaching Methods, Electronic Learning, Educational Technology
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Good, Judith; Howland, Katherine; Thackray, Liz – ALT-J: Research in Learning Technology, 2008
There is a growing use of immersive virtual environments for educational purposes. However, much of this activity is not yet documented in the public domain, or is descriptive rather than analytical. This paper presents a case study in which university students were tasked with building an interactive learning experience using Second Life as a…
Descriptors: Problem Based Learning, Virtual Classrooms, Learning Experience, Internet
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Ting, Choo-Yee; Phon-Amnuaisuk, Somnuk; Chong, Yen-Kuan – Educational Technology & Society, 2008
This article aims at discussing how Dynamic Decision Network (DDN) can be employed to tackle the challenges in modeling temporally variable scientific inquiry skills and provision of adaptive pedagogical interventions in INQPRO, a scientific inquiry exploratory learning environment for learning O'level Physics. We begin with an overview of INQPRO…
Descriptors: Discovery Learning, Educational Environment, Science Instruction, Inquiry
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Mildenhall, Paula; Swan, Paul; Northcote, Maria; Marshall, Linda – Australian Primary Mathematics Classroom, 2008
As part of the project titled "Hands-On Heads-On: The Effective Use of Manipulatives Both Virtual and Physical" being undertaken at Edith Cowan University, there was an investigation into the use of virtual manipulatives and the interactive whiteboard (IWB). Virtual manipulatives may be defined as a virtual representation of a physical…
Descriptors: Investigations, Mathematical Concepts, Manipulative Materials, Educational Technology
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