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Rapoport, Anatol – Simulation & Gaming, 1995
Traces the roots of social trap situations and describes a parasitism-symbiosis model, showing that when each organism attempts to maximize its survival potential without regard for the other's, neither does as well as when they behave collectively. Discusses a model social trap situation, "Prisoner's Dilemma" ("PD") and a…
Descriptors: Behavior Theories, Cooperation, Evolution, Games
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Nelson, Brian C.; Ketelhut, Diane Jass – International Journal of Computer-Supported Collaborative Learning, 2008
In this paper, we present the results of an exploratory study into the relationship between student self-efficacy and guidance use in a Multi-User Virtual Environment (MUVE) science curriculum project. We describe findings from a sample of middle school science students on the combined impact on learning of student self-efficacy in scientific…
Descriptors: Self Efficacy, Guidance, Science Curriculum, Science Instruction
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Mathews, James M. – English Teaching: Practice and Critique, 2010
The article presents a brief overview of the Neighbourhood Game Design Project, a studio-based curriculum intervention aimed at engaging students in the design of place-based mobile games and interactive stories using geo-locative technologies (for example, GPS enabled cell phones). It describes the three curricular components that defined the…
Descriptors: Curriculum Development, Teaching Methods, Design, Curriculum Implementation
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Ketelhut, Diane Jass; Nelson, Brian C.; Clarke, Jody; Dede, Chris – British Journal of Educational Technology, 2010
This study investigated novel pedagogies for helping teachers infuse inquiry into a standards-based science curriculum. Using a multi-user virtual environment (MUVE) as a pedagogical vehicle, teams of middle-school students collaboratively solved problems around disease in a virtual town called River City. The students interacted with "avatars" of…
Descriptors: Urban Areas, Virtual Classrooms, Science Education, Science Curriculum
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Wiener, Richard L.; Holtje, Michael; Winter, Ryan J.; Cantone, Jason A.; Gross, Karen; Block-Lieb, Susan – Journal of Experimental Psychology: Applied, 2007
In response to federal legislative reform aimed, in part, at reducing consumer bankruptcy filings, the authors conducted 2 experiments examining the role of affect in purchasing behavior. In Experiment 1, they examined consumer debtors, and in Experiment 2, they examined nondebtors. In both experiments, they investigated purchasing decisions made…
Descriptors: Purchasing, Decision Making, Credit (Finance), Federal Legislation
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Arias-Aranda, Daniel – Innovations in Education and Teaching International, 2007
This paper describes the development of a business simulation combining a computer application with real experts to provide university students with an immersive experience in business management. It introduces a methodology that involves students in a process of interaction with other participants as well as benefiting from valuable feedback from…
Descriptors: Foreign Countries, Computer Oriented Programs, Teaching Methods, Feedback
Modern Schools, 1976
A thumbnail sketch of some of the light bulbs manufactured for a purpose other than seeing. These "dark" lamps perform varied tasks including keeping food fresh, detecting and preventing disease, spurring plant growth, heating, and copying printed material. (Author/MLF)
Descriptors: Light, Lighting, Plant Growth, Radiation
Naumann, Nancy – Learning, 1976
A classroom game simulates town activities in a third grade class to illustrate money management and principles of economics. (MM)
Descriptors: Class Activities, Economics Education, Educational Games, Primary Education
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Rains, Sherry – Business Education Forum, 1980
The office simulation course can be a very effective teaching method in the small school where schedules, staffing, financing, and community resources do not allow cooperative business education courses. Suggestions are provided for such exercises as an annual report, inventories, proofreading, and customer input data. (CT)
Descriptors: Office Occupations Education, Office Practice, Secondary Education, Simulated Environment
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Regian, J. Wesley; And Others – Journal of Communication, 1992
Describes an empirical exploration of the instructional potential of virtual reality as an interface for simulation-based training. Shows that subjects learned spatial-procedural and spatial-navigational skills in virtual reality. (SR)
Descriptors: Communication Research, Computer Simulation, Higher Education, Simulated Environment
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Greenberg, Jerald; Ashton-James, Claire E.; Ashkanasy, Neal M. – Organizational Behavior and Human Decision Processes, 2007
We systematically analyze the role of social comparison processes in organizations. Specifically, we describe how social comparison processes have been used to explain six key areas of organizational inquiry: (1) organizational justice, (2) performance appraisal, (3) virtual work environments, (4) affective behavior in the workplace, (5) stress,…
Descriptors: Role, Social Attitudes, Comparative Analysis, Organizational Communication
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Koldehofe, Boris; Papatriantafilou, Marina; Tsigas, Philippas – Journal on Educational Resources in Computing, 2006
LYDIAN is an environment to support the teaching and learning of distributed algorithms. It provides a collection of distributed algorithms as well as continuous animations. Users can combine algorithms and animations with arbitrary network structures defining the interconnection and behavior of the distributed algorithm. Further, it facilitates…
Descriptors: Visualization, Mathematics, Animation, Computer Networks
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Cesario, Frank J. – Journal of Leisure Research, 1975
Descriptors: Controlled Environment, Models, Operations Research, Park Design
Cooper, Richard – Training, 1974
A market mock-up and videotaped role playing add up to super salesman training at the Armour-Dial Management Institute. (Author)
Descriptors: Educational Programs, Food Stores, Job Training, Role Playing
Taylor, John L. – Programmed Learning and Educational Technology, 1974
Descriptors: Educational Media, Educational Technology, Environmental Education, Higher Education
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