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Kretschmann, Rolf – Online Submission, 2010
The idea of digital game-based learning (DGBL) is that students (or players) learn something by playing a computer or video game and that an educator can employ digital games to assist and boost both formal and informal learning. There is game software that is not specifically produced for educational use but which is nonetheless regularly…
Descriptors: Emotional Intelligence, Physical Education, Socialization, Informal Education
Burden, Kevin John – Campus-Wide Information Systems, 2010
Purpose: This paper seeks to identify and develop an exploratory framework for conceptualising how teachers might use the affordances of Web 2.0 technologies to support their own professional learning. Design/methodology/approach: The paper draws on a large corpus of literature and recent research evidence to identify the principal elements and…
Descriptors: Foreign Countries, Web Sites, Electronic Publishing, Computer Mediated Communication
Jennings, Susan Evans – Business Communication Quarterly, 2010
Business communication educators need to realize that as technology changes and evolves, they must also change and evolve their teaching methods and content. Cell phones, email, blogs, wikis, and text messaging are just a few examples of business communication technologies that not so long ago were viewed as entertainment for teens or techies, but…
Descriptors: Web Sites, Business Communication, Assignments, Undergraduate Study
Loebach, Jeremy L.; Pisoni, David B.; Svirsky, Mario A. – Journal of Experimental Psychology: Human Perception and Performance, 2010
The effect of feedback and materials on perceptual learning was examined in listeners with normal hearing who were exposed to cochlear implant simulations. Generalization was most robust when feedback paired the spectrally degraded sentences with their written transcriptions, promoting mapping between the degraded signal and its acoustic-phonetic…
Descriptors: Feedback (Response), Sentences, Phonetics, Semantics
Wittman, William – EDUCAUSE Quarterly, 2010
Students in information technology (IT) need realistic, hands-on experience to master IT skills. When students have the opportunity to train with a hands-on curriculum and prepare to certify in the IT field, they become more deeply engaged in both their education and their career path. This article discusses LabSim, an IT certification training…
Descriptors: Information Technology, Hands on Science, Science Process Skills, Science Course Improvement Projects
Jossberger, Helen; Brand-Gruwel, Saskia; Boshuizen, Henny; van de Wiel, Margje – Journal of Vocational Education and Training, 2010
Workplace simulations (WPS), authentic learning environments at school, are increasingly used in vocational education. This article provides a theoretical analysis and synthesis of requirements considering learner skills, characteristics of the learning environment and the role of the teacher that influence good functioning in WPS and foster…
Descriptors: Vocational Education, Educational Environment, Evaluation, Independent Study
Barnett, Joshua H.; Archambault, Leanna – TechTrends: Linking Research and Practice to Improve Learning, 2010
Games have always been a part of the human experience. Even the earliest of civilizations created games for enjoyment and entertainment. However, the educational value of those games is a relatively recent consideration. Over the previous fifty years, scholars have questioned the potential positive lessons learned from games such as Monopoly[R],…
Descriptors: Economics, Theories, Instructional Effectiveness, Computer Simulation
Podolefsky, Noah S.; Perkins, Katherine K.; Adams, Wendy K. – Physical Review Special Topics - Physics Education Research, 2010
This paper extends prior research on student use of computer simulations (sims) to engage with and explore science topics, in this case wave interference. We describe engaged exploration; a process that involves students actively interacting with educational materials, sense making, and exploring primarily via their own questioning. We analyze…
Descriptors: Learning Strategies, Science Activities, Computer Simulation, Computer Uses in Education
Garrison, Jean A.; Redd, Steven B.; Carter, Ralph G. – Journal of Political Science Education, 2010
For those who must import oil to maintain their economies and quality of life, any disruption in the delivery of imported oil is a highly threatening prospect. How would U.S. policymakers react to such a threat in the contemporary era? We examine the potential policymaking roles and impacts of bureaucratic actors operating at the intersection of…
Descriptors: Fuels, International Trade, Barriers, Maintenance
Wu, Hsin-Kai – International Journal of Science Education, 2010
The purposes of this article are to present the design of a technology-enhanced learning environment (Air Pollution Modeling Environment [APoME]) that was informed by a novice-expert analysis and to discuss high school students' development of modelling practices in the learning environment. APoME was designed to help high school students…
Descriptors: High School Students, Educational Environment, Pollution, Models
Neumann, David L. – International Journal for Technology in Mathematics Education, 2010
Interactive computer-based simulations have been applied in several contexts to teach statistical concepts in university level courses. In this report, the use of interactive simulations as part of summative assessment in a statistics course is described. Students accessed the simulations via the web and completed questions relating to the…
Descriptors: Feedback (Response), Statistics, Internet, Computer Simulation
Williams, Robert Howard; Williams, Alexander Jonathan – Simulation & Gaming, 2010
The authors previously developed multiple identification theory (MIT) as a system of simulation game design intended to promote attitude change. The present study further tests MIT's effectiveness. The authors created a game (CULTURE & CREED) via MIT as a complex simulation of Middle Eastern conflict resolution, designed to change attitudes…
Descriptors: Conflict, Identification, Competition, Attitude Change
Magerko, Brian – Learning, Media and Technology, 2010
This article explores the potential benefits of creating "virtual ecosystems" from real-world data. These ecosystems are intended to be realistic virtual representations of environments that may be costly or difficult to access in person. They can be constructed as 3D worlds rendered from stereo video data, augmented with scientific data, and then…
Descriptors: Field Trips, Cooperation, Computer Simulation, Science Instruction
Elmore, Donald E.; Guayasamin, Ryann C.; Kieffer, Madeleine E. – Biochemistry and Molecular Biology Education, 2010
As computational modeling plays an increasingly central role in biochemical research, it is important to provide students with exposure to common modeling methods in their undergraduate curriculum. This article describes a series of computer labs designed to introduce undergraduate students to energy minimization, molecular dynamics simulations,…
Descriptors: Science Instruction, Biochemistry, College Science, Undergraduate Students
Furgol, Katherine E.; Ho, Andrew D.; Zimmerman, Dale L. – Educational and Psychological Measurement, 2010
Under the No Child Left Behind Act, large-scale test score trend analyses are widespread. These analyses often gloss over interesting changes in test score distributions and involve unrealistic assumptions. Further complications arise from analyses of unanchored, censored assessment data, or proportions of students lying within performance levels…
Descriptors: Trend Analysis, Sample Size, Federal Legislation, Simulation

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