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Paek, Seungoh – ProQuest LLC, 2012
The purpose of this study is to demonstrate how virtual manipulatives, designed to provide multimodal interactions, support richer perceptual experiences that promote conceptual learning. To study this phenomenon, a virtual manipulative called, "Puzzle Blocks," was developed by the researcher. "Puzzle Blocks" introduces the…
Descriptors: Manipulative Materials, Mathematics Instruction, Computer Simulation, Multiplication
Shin, Chingwei David; Chien, Yuehmei; Way, Walter Denny – Pearson, 2012
Content balancing is one of the most important components in the computerized adaptive testing (CAT) especially in the K to 12 large scale tests that complex constraint structure is required to cover a broad spectrum of content. The purpose of this study is to compare the weighted penalty model (WPM) and the weighted deviation method (WDM) under…
Descriptors: Computer Assisted Testing, Elementary Secondary Education, Test Content, Models
Patterson, Brian F. – College Board, 2012
The main goal of this study was to illustrate and provide some direction for dealing with the complexities of propensity score matching within different multilevel contexts. Special attention is given to how procedures typically applied in a non-hierarchical setting may be modified to properly reduce the expected bias in the estimated treatment…
Descriptors: Probability, Scores, Statistical Bias, High School Students
Herbert, Sandra – Mathematics Education Research Group of Australasia, 2012
This paper reports on the different gesture types employed by twenty-three Year 10 students as they endeavoured to explain their understanding of rate of change associated with the functions resulting from two different computer simulations. These gestures also have application to revealing students' understanding of functions. However,…
Descriptors: Nonverbal Communication, Secondary School Students, Computer Simulation, Mathematics Instruction
Trekles, Anastasia M. – Online Submission, 2012
This paper examines how virtual worlds and other advanced social media can be married with problem-based learning to encourage creativity and critical thinking in the English/Language Arts classroom, particularly for middle school, high school, and undergraduate college education. Virtual world experiences such as "Second Life," Jumpstart.com, and…
Descriptors: Creative Writing, Problem Based Learning, Video Games, Critical Thinking
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Wittenberg-Lyles, Elaine; Oliver, Debra Parker; Demiris, George; Shaunfield, Sara – Educational Gerontology, 2012
Creative activities are a challenge for long-term care facilities. The Passport intervention uses web-based video technology to provide long-term care residents with a virtual travel experience. Passport broadcasts were conducted and staff and residents were interviewed about the experience. A thematic analysis of interviews was used to discern…
Descriptors: Active Learning, Intervention, Older Adults, Creative Activities
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Phenice, Lillian A.; Griffore, Robert J. – Educational Gerontology, 2012
Nursing homes, assisted living facilities and home-care organizations, use web sites to describe their services to potential consumers. This virtual ethnographic study developed models representing how potential consumers may understand this information using data from web sites of 69 long-term-care providers. The content of long-term-care web…
Descriptors: Quality of Life, Older Adults, Ethnography, Web Sites
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Kovalik, Cindy L.; Kuo, Chia-Ling – Simulation & Gaming, 2012
This research project investigated student reaction to playing the DIFFUSION SIMULATION GAME (DSG) and how an instructor, who is a novice in playing online games, implemented the DSG in an online higher education course. The goal of this research project was to determine whether playing the DSG helps students learn and apply course content. In…
Descriptors: Computer Games, Educational Games, Computer Simulation, Innovation
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Young, Michael F.; Slota, Stephen T.; Lai, Benedict – Review of Educational Research, 2012
In large measure the authors agree with Tobias and Fletcher's (2012) comments stating that clearer operational definitions of game features are needed to enable research on games and learning. The authors cannot accept that games are a subset of simulations, preferring to identify instances when games and simulations overlap and when they do not.…
Descriptors: Definitions, Cognitive Processes, Academic Achievement, Trend Analysis
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Plancher, G.; Tirard, A.; Gyselinck, V.; Nicolas, S.; Piolino, P. – Neuropsychologia, 2012
Most neuropsychological assessments of episodic memory bear little similarity to the events that patients actually experience as memories in daily life. The first aim of this study was to use a virtual environment to characterize episodic memory profiles in an ecological fashion, which includes memory for central and perceptual details,…
Descriptors: Computer Simulation, Alzheimers Disease, Diseases, Identification
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Thomas, Adam – Journal of Policy Analysis and Management, 2012
This paper presents results from fiscal impact simulations of three national-level policies designed to prevent unintended pregnancy: A media campaign encouraging condom use, a pregnancy prevention program for at-risk youth, and an expansion in Medicaid family planning services. These simulations were performed using FamilyScape, a recently…
Descriptors: Medical Services, Family Planning, Prevention, Sexually Transmitted Diseases
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Hume, Anne Christine – Research in Science Education, 2012
The challenge of preparing novice primary teachers for teaching in an educational environment, where science education has low status and many teachers have limited science content knowledge and lack the confidence to teach science, is great. This paper reports on an innovation involving a sustained simulation in an undergraduate science education…
Descriptors: Communities of Practice, Preservice Teacher Education, Student Teachers, Education Courses
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Arnold, Savittree Rochanasmita; Kruatong, Tussatrin; Dahsah, Chanyah; Suwanjinda, Duongdearn – Journal of Biological Education, 2012
The classroom-friendly ABO blood type kit was developed by combining advantages of modelling and a simulation laboratory to teach the topics of ABO blood types and blood transfusion. Teachers can easily simulate the agglutination reaction on a blood type testing plate in the classroom, and show the students how this reaction occurs by using the…
Descriptors: Hands on Science, Teachers, Science Curriculum, Teacher Educators
Saldana, Matt; Rodden, Leslie – Leadership, 2012
In this article, the authors discuss how educators can engage students in real world learning using their academic knowledge and technical skills. They describe how school districts have discovered that the world of robotics can help students use technical skills to solve simulated problems found in the real world, while understanding the…
Descriptors: Teaching Methods, Technology Education, World Problems, Problem Based Learning
Honebein, Peter C.; Goldsworthy, Richard – Educational Technology, 2012
Virtual classrooms and virtual activities have waxed and waned, with most focusing on fostering learning in the cognitive domain and, realistically, most becoming rapidly discontinued. But social virtual realities (SVR) are uniquely "social," so what about interpersonal skills? This article describes the authors' experiences exploring SVR as a…
Descriptors: Computer Simulation, Educational Environment, Virtual Classrooms, Educational Technology
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