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Tao, Yu-Hui; Yeh, C. Rosa; Hung, Kung Chin – Computers & Education, 2012
Previous studies on business simulation games (BSGs) have concluded that improved performance may not be the primary benefit of using BSGs, due to mixed results between student performance and perceptions. Two relevant and insightful issues attract our attention, namely, the impacts of the heterogeneous student population and the different…
Descriptors: Academic Achievement, Student Characteristics, Learning Motivation, Regression (Statistics)
Gregory, Sue; Masters, Yvonne – Australasian Journal of Educational Technology, 2012
Role-plays in a virtual world hold tremendous potential for higher education because they allow synchronous, immersive participation by students located across the globe. They also have the added advantage of allowing students to adopt roles and carry out tasks that are not possible in the real world. In this article, a project that involved…
Descriptors: Foreign Countries, Distance Education, On Campus Students, Preservice Teacher Education
Dondlinger, Mary Jo; Wilson, Douglas A. – Thinking Skills and Creativity, 2012
The "Global Village Playground" ("GVP") was a capstone learning experience designed to address institutional assessment needs while providing an integrated and authentic learning experience for students aimed at fostering critical and creative thinking. In the "GVP", students work on simulated and real-world problems as a design team tasked with…
Descriptors: Institutional Evaluation, Instructional Design, Curriculum, Learning Experience
Behrend, Tara S.; Thompson, Lori Foster – International Journal of Training and Development, 2012
Animated agents have the potential to increase engagement and learning during online training by acting as personalized tutors. However, little is known about the conditions that make these agents most effective. In this study, 183 e-learners completed a Microsoft Excel training course. Approximately half were assigned an agent with predetermined…
Descriptors: Computer Assisted Instruction, Self Efficacy, Learner Controlled Instruction, Feedback (Response)
Childs, Mark; Schnieders, H. Lori; Williams, Gweno – Interactive Learning Environments, 2012
Using virtual worlds as media for learning and teaching gives rise to the potential for many unique ethical problems. Some of these arise due to the nature of the engagement with these virtual worlds, in which the students create a virtual representation, called an avatar, which may enable a sense of embodiment, and hence exposure, within the…
Descriptors: Foreign Countries, Educational Opportunities, Simulated Environment, Self Concept
Lu, Lilly – Studies in Art Education: A Journal of Issues and Research in Art Education, 2013
3D virtual worlds (3D VWs) are considered one of the emerging learning spaces of the 21st century; however, few empirical studies have investigated educational applications and student learning aspects in art education. This study focused on students' responses to and challenges with 3D VWs in both aspects. The findings show that most participants…
Descriptors: Art Education, Virtual Classrooms, Learning Experience, Online Courses
Killion, Joellen – Learning Forward, 2013
More stakeholders are turning to technology to advance the professional learning required to support new standards and evaluation systems. Yet how technology is used will determine its potential to influence educator practice and results for students. This brief outlines how technology can enhance professional learning, offers examples of how…
Descriptors: Academic Standards, Technology Integration, Technology Uses in Education, Stakeholders
Cuasialpud Canchala, Ruth Elena – PROFILE: Issues in Teachers' Professional Development, 2010
This article reports an exploratory study carried out at a public university in Bogotá, Colombia, with two indigenous students who took a level I virtual English-course during the second term of 2008 and the first term of 2009. The aim was to analyse their attitudes towards the learning of English through the virtual modality. Interviews,…
Descriptors: Indigenous Populations, Foreign Countries, American Indians, English (Second Language)
Zhan, Wei; Fink, Rainer; Fang, Alex – American Journal of Engineering Education, 2010
Statistics is a critical tool for robustness analysis, measurement system error analysis, test data analysis, probabilistic risk assessment, and many other fields in the engineering world. Traditionally, however, statistics is not extensively used in undergraduate engineering technology (ET) programs, resulting in a major disconnect from industry…
Descriptors: Statistics, Engineering Education, Undergraduate Study, Mathematical Concepts
Deutschmann, Mats; Steinvall, Anders – European Association for Computer-Assisted Language Learning (EUROCALL), 2010
This paper presents further innovative use of virtual worlds under the pilot stages of ASSIS (A Second Step in Second Life), a project funded by Umea University. One of the aims of the project is to make use of the affordances offered by Second Life in order to raise sociolinguistic language awareness among teacher trainees and other students…
Descriptors: Teaching Methods, College Students, Sociolinguistics, Cross Cultural Studies
Kadiam, Subhash Chandra Bose S. V.; Mohammed, Ahmed Ali; Nguyen, Duc T. – Journal of STEM Education: Innovations and Research, 2010
In this paper, we describe an approach to analyze 2D truss/Frame/Beam structures under Flash-based environment. Stiffness Matrix Method (SMM) module was developed as part of ongoing projects on a broad topic "Students' Learning Improvements in Science, Technology, Engineering and Mathematics (STEM) Related Areas" at Old Dominion…
Descriptors: Civil Engineering, Scores, Internet, Item Response Theory
Adamson, Bob – Australasian Journal of Educational Technology, 2010
This paper describes the production of a software program for Master of Education students studying the "Introduction to Research Methods" course at a tertiary institution in Hong Kong. The course was originally delivered in a lecture mode, which proved unsatisfactory in providing sufficient learning support for the students. The paper…
Descriptors: Constructivism (Learning), Instructional Design, Research Methodology, Foreign Countries
Osborne, John M.; Bombaro, Christine – History Teacher, 2010
The "fingerpost" is that ubiquitous hand with one extended finger long seen in public places, accompanied by directions such as "to the ladies' toilets" or "exit this way." More recently, that same finger has been widely adopted in electronic media, for the purpose of leading people simply and intuitively to a…
Descriptors: Semiotics, College Freshmen, First Year Seminars, Communication (Thought Transfer)
Weinstein, Margery – Training, 2010
The youngest workforce generation seems to crave games and simulations, and even older workers are coming to enjoy them. But what do new trends in these areas mean for the company, the learners, and the organization's strategic goals? In this article, two experts in the field, Clarissa Graffeo and David Metcalf of the Mixed Emerging Technology…
Descriptors: Games, Ethnology, Computer Simulation, Educational Technology
Farrar, Francisca Cisneros; Suggs, Leslie – Journal of College Teaching & Learning, 2010
Students struggle with the mastery of critical thinking skills which are essential to their academic success. University faculty are challenged to create teaching strategies to help students build critical thinking skills. Nursing faculty at Austin Peay State University in Clarksville, Tennessee looked to research and technology for ways to…
Descriptors: Nursing Education, National Security, Safety, Nursing

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