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Rulison, Kelly L.; Loken, Eric – Applied Psychological Measurement, 2009
A difficult result to interpret in Computerized Adaptive Tests (CATs) occurs when an ability estimate initially drops and then ascends continuously until the test ends, suggesting that the true ability may be higher than implied by the final estimate. This study explains why this asymmetry occurs and shows that early mistakes by high-ability…
Descriptors: Computer Assisted Testing, Adaptive Testing, Item Response Theory, Academic Ability
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Laenen, Annouschka; Alonso, Ariel; Molenberghs, Geert; Vangeneugden, Tony – Psychometrika, 2009
Reliability captures the influence of error on a measurement and, in the classical setting, is defined as one minus the ratio of the error variance to the total variance. Laenen, Alonso, and Molenberghs ("Psychometrika" 73:443-448, 2007) proposed an axiomatic definition of reliability and introduced the R[subscript T] coefficient, a measure of…
Descriptors: Error of Measurement, Case Studies, Simulation, Reliability
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Ferrando, Pere J. – Structural Equation Modeling: A Multidisciplinary Journal, 2009
Most personality tests are made up of Likert-type items and analyzed by means of factor analysis (FA). In this type of application, the fit of the model at the level of individual respondents is almost never assessed. This article proposes procedures for assessing individual fit (scalability). The procedures are intended for the analysis of…
Descriptors: Personality, Factor Analysis, Personality Measures, Item Response Theory
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Samuelson, Larissa K.; Schutte, Anne R.; Horst, Jessica S. – Cognition, 2009
This paper examines the tie between knowledge and behavior in a noun generalization context. An experiment directly comparing noun generalizations of children at the same point in development in forced-choice and yes/no tasks reveals task-specific differences in the way children's knowledge of nominal categories is brought to bear in a moment. To…
Descriptors: Nouns, Generalization, Experiments, Simulation
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Greenberg, James; Nepkie, Janet; Pence, Harry E. – Journal of Educational Technology Systems, 2009
Do online virtual worlds represent a viable learning environment for higher education? Many Second Life classes resemble their real life equivalents, but some faculty are exploring the potential of virtual worlds for less-traditional teaching. This article describes one such effort, the SUNY Oneonta Music Project, in which faculty and students…
Descriptors: Higher Education, Music, Learning Experience, Music Activities
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Perkins-Gough, Deborah – Educational Leadership, 2009
According to a national telephone survey by the Pew Internet Project, 99 percent of boys and 94 percent of girls ages 12-17 play computer, Web, portable, or console games; and 50 percent play such games daily. The survey report, Teens, Video Games, and Civics, examines the extent and nature of teens' game playing and sheds some light on the…
Descriptors: Play, Video Games, Telephone Surveys, Young Adults
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Stankovic, Nenad; Tillo, Tammam – Journal of Information Technology Education, 2009
Concurrent engineering or overlapping activities is a business strategy for schedule compression on large development projects. Design parameters and tasks from every aspect of a product's development process and their interdependencies are overlapped and worked on in parallel. Concurrent engineering suffers from negative effects such as excessive…
Descriptors: Student Projects, Learning Strategies, Engineering, Teaching Methods
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Wheeler, Matthew – British Journal of Educational Technology, 2009
Second Life (SL), an immersive virtual environment, is increasingly being adopted in education for both formal and informal teaching and learning uses. This paper addresses the process of developing a demonstrator presence in SL, the potential of the system for formal teaching and some practical ideas on how to successfully integrate such emerging…
Descriptors: Instructional Design, Teaching Methods, Educational Technology, Electronic Learning
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Danforth, Douglas R. – International Journal of Virtual and Personal Learning Environments, 2010
One of the strengths of a virtual environment is the ability to immerse the occupant into an environment that would otherwise be impossible. The primary focus of the author's project in Second Life is to take advantage of this opportunity to explore novel approaches to medical education. Second Life can be used to model doctor-patient interaction,…
Descriptors: Simulated Environment, Computer Simulation, Educational Technology, Technology Uses in Education
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van Bilsen, Arthur; Bekebrede, Geertje; Mayer, Igor – Informatics in Education, 2010
While educators teach their students about decision making in complex environments, managers have to deal with the complexity of large projects on a daily basis. To make better decisions it is assumed, that the latter would benefit from better understanding of complex phenomena, as do students as the professionals of the future. The goal of this…
Descriptors: Decision Making, Computer Games, Computer Simulation, College Students
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Abdallah, Salam; Douglas, Jamal – Turkish Online Journal of Distance Education, 2010
Emerging 3D virtual worlds such as Second Life can offer students with opportunities to enhance learning using rich collaborative asynchronous media. Virtual worlds are believed to impact the future of higher education and therefore, universities across the world are immersing themselves inside virtual worlds to establish a unique learning and…
Descriptors: Foreign Countries, Student Attitudes, Simulated Environment, Computer Simulation
Zhou, Yicong – ProQuest LLC, 2010
This dissertation introduces a new multimedia security system for the performance of object recognition and multimedia encryption in security and medical applications. The system embeds an enhancement and multimedia encryption process into the traditional recognition system in order to improve the efficiency and accuracy of object detection and…
Descriptors: National Security, Cancer, Multimedia Materials, Computer Security
Kramer, Steven H. – ProQuest LLC, 2010
Despite the speed at which Second Life has been adopted by universities and schools to teach courses, little educational research and theory addresses this multiplayer online "world." This case study explored undergraduate university instructors' teaching methods and tools within a virtual environment. It also considered whether instructors are…
Descriptors: Virtual Classrooms, Teaching Methods, Play, Educational Research
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Bennett, Audrey Grace – Visible Language, 2010
Based on a virtual conference, Glide'08 (Global Interaction in Design Education), that brought international design scholars together online, this special issue expands on the topics of cross-cultural communication and design and the technological affordances that support such interaction. The author discusses the need for global interaction in…
Descriptors: Design, Instruction, Art Education, Computer Mediated Communication
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Hatzikraniotis, E.; Kallery, M.; Molohidis, A.; Psillos, D. – Physics Education, 2010
This article examines secondary students' design of experiments after engagement in an innovative and inquiry-oriented module on heat transfer. The module consists of an integration of hands-on experiments, simulated experiments and microscopic model simulations, includes a structured series of guided investigative tasks and was implemented for a…
Descriptors: Science Activities, Compulsory Education, Research Methodology, Heat
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