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Bentounsi, A.; Djeghloud, H.; Benalla, H.; Birem, T.; Amiar, H. – IEEE Transactions on Education, 2011
This paper describes an automatic procedure using MATLAB software to plot the circle diagram for two induction motors (IMs), with wound and squirrel-cage rotors, from no-load and blocked-rotor tests. The advantage of this approach is that it avoids the need for a direct load test in predetermining the IM characteristics under reduced power.…
Descriptors: Foreign Countries, Computer Software, Automation, Testing
Chen, Li-Ling – Educational Technology, 2011
Educators have been paying attention to the teaching potential of the 3D virtual world browsing program Second Life, and they have been using the tool to teach subjects such as arts and mathematics in the past few years. In this article, the author focuses on how to teach language arts in Second Life. Advantages and disadvantages of two Second…
Descriptors: Language Arts, Teaching Methods, Web Based Instruction, Online Systems
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Gorrindo, Tristan; Baer, Lee; Sanders, Kathy M.; Birnbaum, Robert J.; Fromson, John A.; Sutton-Skinner, Kelly M.; Romeo, Sarah A.; Beresin, Eugene V. – Academic Psychiatry, 2011
Background: Medical specialties, including surgery, obstetrics, anesthesia, critical care, and trauma, have adopted simulation technology for measuring clinical competency as a routine part of their residency training programs; yet, simulation technologies have rarely been adapted or used for psychiatry training. Objective: The authors describe…
Descriptors: Computer Simulation, Psychosis, Physicians, Surgery
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Leonard, Lynnette; Withers, Lesley A.; Sherblom, John C. – Communication Teacher, 2011
Multi-User Virtual Environment (MUVE), such as Second Life (SL), can serve as important pedagogical tools that provide students and faculty members with unique opportunities for online group collaboration. Specifically, MUVEs provide an experience that, due to the visual component offered by the technology, helps students feel more connection and…
Descriptors: Computer Simulation, Virtual Classrooms, Social Systems, Internet
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Broughton, Lee – Language and Intercultural Communication, 2011
Since the rise of the Internet, the act of border crossing has become a pursuit that must necessarily be conceptualized in both real and virtual terms. By using theories connected to virtual communities, new technologies, fan cultures and tourism, this paper seeks to show that the culturally productive activities of a transnational virtual…
Descriptors: Tourism, Information Technology, Computer Simulation, Participant Observation
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Drake-Bridges, Erin; Strelzoff, Andrew; Sulbaran, Tulio – Journal of Marketing Education, 2011
Teaching retailing principles to students is a challenge because although real-world wholesale and retail decision making very heavily depends on dynamic conditions, classroom exercises are limited to abstract discussions and role-playing. This article describes two interlocking class projects taught using the virtual reality of secondlife.com,…
Descriptors: Business Administration Education, Teaching Methods, Theory Practice Relationship, Computer Simulation
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Nihalani, Priya K.; Mayrath, Michael; Robinson, Daniel H. – Journal of Educational Psychology, 2011
We investigated the effects of feedback and collaboration on undergraduates' transfer performance when using a computer networking training simulation. In Experiment 1, 65 computer science "novices" worked through an instructional protocol individually (control), individually with feedback, or collaboratively with feedback. Unexpectedly,…
Descriptors: Expertise, Feedback (Response), Computer Simulation, Prior Learning
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Garrett, Bernard M.; Jackson, Cathryn; Wilson, Brian – Interactive Technology and Smart Education, 2015
Purpose: This paper aims to report on a pilot research project designed to explore if new mobile augmented reality (AR) technologies have the potential to enhance the learning of clinical skills in the lab. Design/methodology/approach: An exploratory action-research-based pilot study was undertaken to explore an initial proof-of-concept design in…
Descriptors: Electronic Learning, Physical Environment, Simulated Environment, Synthesis
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Szállassy, Noémi; Gánóczy, Anita; Kriska, György – Acta Didactica Napocensia, 2009
The wide-spread digital photography and computer use gave the opportunity for everyone to make three-dimensional pictures and to make them public. The new opportunities with three-dimensional techniques give chance for the birth of new artistic photographs. We present in detail the biological roots of three-dimensional visualization, the phenomena…
Descriptors: Visualization, Visual Aids, Photography, Computer Simulation
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Yang, Mau-Tsuen; Liao, Wan-Che – IEEE Transactions on Learning Technologies, 2014
The physical-virtual immersion and real-time interaction play an essential role in cultural and language learning. Augmented reality (AR) technology can be used to seamlessly merge virtual objects with real-world images to realize immersions. Additionally, computer vision (CV) technology can recognize free-hand gestures from live images to enable…
Descriptors: Simulated Environment, Computer Simulation, Interaction, Nonverbal Communication
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Lorenzo, Carlos-Miguel – Journal of Educational Computing Research, 2014
This study looked at teachers' role-play and simulations in order to increase teachers' skills in psycho-pedagogical support on educational virtual worlds. We put forward a proposal to encourage the use of 3D scenarios where teachers can improve their skills for situations of cultural and ethical concerns that require a high level…
Descriptors: Role Playing, Computer Simulation, Simulated Environment, Teaching Skills
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Johnson-Glenberg, Mina C.; Birchfield, David A.; Tolentino, Lisa; Koziupa, Tatyana – Journal of Educational Psychology, 2014
These 2 studies investigate the extent to which an Embodied Mixed Reality Learning Environment (EMRELE) can enhance science learning compared to regular classroom instruction. Mixed reality means that physical tangible and digital components were present. The content for the EMRELE required that students map abstract concepts and relations onto…
Descriptors: Cooperative Learning, Human Body, Science Education, Science Instruction
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Medina, Liliana Cuesta; Alvarez, Claudia Patricia – Research-publishing.net, 2014
This paper presents the findings from a qualitative study on collaborative CALL design and implementation carried out with two groups of postgraduate language-teacher trainees who designed and piloted nine virtual language resource centres (VLRC) at 16 educational institutions of different levels and contents for an academic year. The project was…
Descriptors: Cooperative Learning, Personal Autonomy, Teacher Education, Preservice Teachers
Johnson, L.; Adams Becker, S.; Cummins, M.; Estrada, V. – New Media Consortium, 2014
The "2014 NMC Technology Outlook for Brazilian Universities: A Horizon Project Regional Report" reflects a collaborative research effort between the New Media Consortium (NMC) and Saraiva to help inform education leaders in Brazil about significant developments in technologies supporting teaching, learning, and creative inquiry in higher…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Technology Integration
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Akcaoglu, Mete; Kale, Ugur – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2016
Engagement in game design tasks can help preservice teachers develop pedagogical and technical skills for teaching and promoting critical thinking and problem-solving skills. Through the design process, preservice teachers not only exercise critical-thinking and problem-solving skills, but also learn about an instructional method to support their…
Descriptors: Games, Educational Games, Computer Games, Preservice Teachers
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