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Bouwer, Anders; Bredeweg, Bert – Instructional Science: An International Journal of the Learning Sciences, 2010
This article presents the design and evaluation of a tool for inspecting conceptual models of system behaviour. The basis for this research is the Garp framework for qualitative simulation. This framework includes modelling primitives, such as entities, quantities and causal dependencies, which are combined into model fragments and scenarios.…
Descriptors: Foreign Countries, Knowledge Representation, Ecology, Models
King, Elizabeth M. – ProQuest LLC, 2011
While research indicates that an increasing number of males are experiencing a sense of disaffiliation with traditional education (Kleinfeld, 2006; Steinkuehler & King, 2009), nearly all teenage boys and young adult men (approximately 99%) regularly engage in playing video games of some sort (Roberts, Foehr & Rideout (2008). This is an interesting…
Descriptors: Discourse Communities, Workplace Learning, Job Skills, Career Exploration
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Carrington, Lisa; Kervin, Lisa; Ferry, Brian – Journal of Technology and Teacher Education, 2011
The development of a professional identity plays an important part in pre-service teacher education. However, very little is explicitly taught about how one can develop a teacher professional identity via pre-service teacher education (Allen, 2005:1). Rather, as a pre service teacher progresses through their degree, they are expected to develop…
Descriptors: Foreign Countries, Preservice Teacher Education, Undergraduate Study, Theory Practice Relationship
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Andujar, J. M.; Mejias, A.; Marquez, M. A. – IEEE Transactions on Education, 2011
Augmented reality (AR) provides huge opportunities for online teaching in science and engineering, as these disciplines place emphasis on practical training and unsuited to completely nonclassroom training. This paper proposes a new concept in virtual and remote laboratories: the augmented remote laboratory (ARL). ARL is being tested in the first…
Descriptors: Foreign Countries, Engineering Education, Online Courses, Laboratories
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Dickey, Michele D. – Educational Technology Research and Development, 2011
The purpose of this study is to address the pragmatics of integrating virtual worlds for teaching and learning for K-12 education. Specifically this qualitative investigation focuses on a reflective dialogue gathered from a group of K-12 (primary and secondary school) educators about their experiences using both "Active Worlds Educational…
Descriptors: Elementary School Teachers, Secondary School Teachers, Educational Technology, Barriers
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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
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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Wright, Vivian H.; Burnham, Joy J. – Professional Counselor, 2012
This study sought to develop meaningful and engaging virtual cyberbullying scenarios in digital environments that reflect the educational needs of today's adolescents. In order to inform and script these scenarios, a threestage study was implemented with middle schools. This paper describes how data collected in each stage informed the…
Descriptors: Bullying, Prevention, Computer Mediated Communication, School Counselors
Johnson, L.; Adams, S.; Cummins, M.; Estrada, V. – New Media Consortium, 2012
The "Technology Outlook for STEM+ Education 2012-2017" reflects a collaborative effort between the New Media Consortium (NMC), the Centro Superior para la Enseñanza Virtual (CSEV), Departamento de Ingeniería Eléctrica, Electrónica y de Control at the Universidad Nacional de Educación a Distancia (UNED), and the Institute of Electrical…
Descriptors: STEM Education, Educational Technology, Technology Uses in Education, Information Technology
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Mariais, Christelle; Michau, Florence; Pernin, Jean-Philippe – Simulation & Gaming, 2012
To strengthen the motivation of learners, the professional training sector is focusing more and more on game-based learning. In this context, the authors have become interested in the design of Learning Role-Play Game (LRPG) scenarios. The aim of this article is to improve the designers' confidence in the validity of the game-based learning…
Descriptors: Professional Training, Educational Technology, Methods, Models
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Dickey, Michele D. – Computers & Education, 2011
During the past two decades, digital games have become an increasingly popular source of study for academics, educational researchers and instructional designers. Much has been written about the potential of games for teaching and learning, both in the design of educational/serious games and the implementation of off-the-shelf games for learning.…
Descriptors: Instructional Design, Play, Educational Games, Classroom Environment
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Jiau, H. C.; Chen, J. C.; Ssu, Kuo-Feng – IEEE Transactions on Education, 2009
Game-based assignments typically form an integral component of computer programming courses. The effectiveness of the assignments in motivating students to carry out repetitive programming tasks is somewhat limited since their outcomes are invariably limited to a simple win or loss scenario. Accordingly, this paper develops a simulation…
Descriptors: Self Motivation, Programming, Educational Games, Computer Simulation
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DeMers, Michael N. – International Journal of Virtual and Personal Learning Environments, 2010
Second Life is increasingly being used as a venue for education, especially for delivery of online instruction where social presence and community building are essential components. Despite its robust 3-D modeling tools and powerful scripting language, many educational uses of Second Life are limited to passive forms of content delivery that often…
Descriptors: Educational Technology, Technology Uses in Education, Simulated Environment, Computer Simulation
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