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Leung, Steve; Virwaney, Sandeep; Lin, Fuhua; Armstrong, AJ; Dubbelboer, Adien – International Journal of Distance Education Technologies, 2013
Building pedagogical applications in virtual worlds is a multi-disciplinary endeavor that involves learning theories, application development framework, and mediated communication theories. This paper presents a project that integrates game-based learning, multi-agent system architecture (MAS), and the theory of Transformed Social Interaction…
Descriptors: Educational Games, Interaction, Computer Simulation, Teaching Methods
Mangiafico, Salvatore S. – Journal of Extension, 2013
One option for Extension professionals wishing to use free statistical software is to use online calculators, which are useful for common, simple analyses. A second option is to use a free computing environment capable of performing statistical analyses, like R-project. R-project is free, cross-platform, powerful, and respected, but may be…
Descriptors: Statistical Analysis, Extension Education, Educational Research, Computation
Li, Na – ProQuest LLC, 2013
Complex systems are an important topic in science education today, but they are usually difficult for secondary-level students to learn. Although graphic simulations have many advantages in teaching complex systems, scaffolding is a critical factor for effective learning. This dissertation study was conducted around two complementary research…
Descriptors: Secondary School Science, Science Instruction, Scaffolding (Teaching Technique), Computer Simulation
South, Andy – Primary Science, 2012
Creating charts and graphs is all about visual abstraction: the process of representing aspects of data with imagery that can be interpreted by the reader. Children may need help making the link between the "real" and the image. This abstraction can be achieved using symbols, size, colour and position. Where the representation is close to what…
Descriptors: Computer Graphics, Creativity, Elementary School Science, Scientific Concepts
Yeh, Andy; Chandra, Vinesh – Mathematics Education Research Group of Australasia, 2015
Learning mathematics is a complex and dynamic process. In this paper, the authors adopt a semiotic framework (Yeh & Nason, 2004) and highlight programming as one of the main aspects of the semiosis or meaning-making for the learning of mathematics. During a 10- week teaching experiment, mathematical meaning-making was enriched when primary…
Descriptors: Programming, STEM Education, Mathematics Education, Semiotics
Williams, Peter – Journal of Research in Special Educational Needs, 2013
The need for social inclusion, informed choice and the facilitation of independent living for people with learning disabilities (LD) is being emphasised ever more by government, professionals, academics and, indeed, by people with LD themselves, particularly in self-advocacy groups. Achieving goals around inclusion and autonomy requires access to…
Descriptors: Foreign Countries, Learning Disabilities, Inclusion, Access to Information
Heikoop, Will – E-Learning and Digital Media, 2013
This article is a theoretical study of the self-presentation strategies employed by higher education students online; it examines student identity work via profile information and avatars in a blended learning environment delivered through social networking sites and virtual worlds. It argues that students are faced with difficult choices when…
Descriptors: Equal Education, Disadvantaged, Blended Learning, Profiles
Chen, Angela – Chronicle of Higher Education, 2012
The ability to print a 3-D object may sound like science fiction, but it has been around in some form since the 1980s. Also called rapid prototyping or additive manufacturing, the idea is to take a design from a computer file and forge it into an object, often in flat cross-sections that can be assembled into a larger whole. While the printer on…
Descriptors: Engineering Education, Engineering, Campuses, Intellectual Property
Moreno, Camilo Arango; Bischof, Walter F.; Hoover, H. James – Computers & Education, 2012
We present an interactive tool for browsing course requisites as a case study of dependency visualization. This tool uses multiple interactive visualizations to allow the user to explore the dependencies between courses. A usability study revealed that the proposed browser provides significant advantages over traditional methods, in terms of…
Descriptors: Methods, Internet, Case Studies, Usability
Marcano Lárez, Beatriz Elena – Journal of New Approaches in Educational Research, 2014
War videogames raise a lot of controversy in the educational field and are by far the most played videogames worldwide. This study explores the factors that encouraged gamers to choose war videogames with a sample of 387 Call of Duty players. The motivational factors were pinpointed using a non-experimental descriptive exploratory study through an…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Video Games
Pando Cerra, Pablo; Suárez González, Jesús M.; Busto Parra, Bernardo; Rodríguez Ortiz, Diana; Álvarez Peñín, Pedro I. – Journal of Science Education and Technology, 2014
Many current Web-based learning environments facilitate the theoretical teaching of a subject but this may not be sufficient for those disciplines that require a significant use of graphic mechanisms to resolve problems. This research study looks at the use of an environment that can help students learn engineering drawing with Web-based CAD…
Descriptors: Case Studies, Web Based Instruction, Educational Technology, Comparative Analysis
Kinczkowski, Linda; Cardon, Phillip; Speelman, Pamela – Technology and Engineering Teacher, 2015
This paper provides examples of Aid-to-Thought uses in urban decision making, classroom laboratory planning, and in a ship antiaircraft defense system. Aid-to-Thought modeling and simulations are tools students can use effectively in a STEM classroom while meeting Standards for Technological Literacy Benchmarks O and R. These projects prepare…
Descriptors: Technological Literacy, Benchmarking, Computer Simulation, Computer Graphics
Carrillo, Antonio; Cejudo, José Manuel; Domínguez, Fernando; Rodríguez, Eduardo – Journal of Technology and Science Education, 2013
Graphics tablet technology is well known in markets such as manufacturing, graphics arts and design but it has not yet found widespread acceptance for university teaching. A graphics tablet is an affordable teaching tool that combines the best features from traditional and new media. It allows developing a progressive, interactive lecture (as a…
Descriptors: Technology Uses in Education, Engineering Education, Teaching Methods, Computer Graphics
Shesh, Amit – ACM Transactions on Computing Education, 2013
This article discusses the evolution of a single undergraduate computer graphics course over five semesters, driven by a primary question: if one could offer only one undergraduate course in graphics, what would it include? This constraint is relevant to many small and medium-sized colleges that lack resources, adequate expertise, and enrollment…
Descriptors: Undergraduate Study, Computer Graphics, Small Colleges, Programming
Zuiker, Steven J. – E-Learning and Digital Media, 2014
As an example of design-based research, this case study describes and analyses the enactment of a collaborative drawing and animation studio in a Singapore secondary school art classroom. The design embodies principles of visual culture art education and new media literacies in order to organize transitions in the settings of participation and…
Descriptors: Case Studies, Secondary Schools, Art Education, Cooperative Learning

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