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Hii, King Kuok; Rzepa, Henry S.; Smith, Edward H. – Journal of Chemical Education, 2015
The coupling of a student experiment involving the preparation and use of a catalyst for the asymmetric epoxidation of an alkene with computational simulations of various properties of the resulting epoxide is set out in the form of a software toolbox from which students select appropriate components. At the core of these are the computational…
Descriptors: Organic Chemistry, Laboratory Experiments, Science Experiments, College Science
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Ugone, Valeria; Garribba, Eugenio; Micera, Giovanni; Sanna, Daniele – Journal of Chemical Education, 2015
In this laboratory activity, the equilibrium between square pyramidal and octahedral V(IV)O[superscript 2+] complexes is described. We propose a set of experiments to synthesize and characterize two types of V(IV)O[superscript 2+] complexes. The experiment allows great flexibility and may be effectively used at a variety of levels and the activity…
Descriptors: Chemistry, Science Instruction, Science Experiments, Science Laboratories
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Dickey, Michele D. – Interactive Learning Environments, 2015
The purpose of this study is to investigate teachers' perceptions of the integration of digital games for K-12 education. Specifically, this qualitative investigation focuses on reflective dialogued gathered from a group of K-12 educators about their experiences and perceptions of learning about and playing digital games for teaching and learning.…
Descriptors: Computer Games, Qualitative Research, Elementary School Teachers, Secondary School Teachers
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Cleghorn, Jack; Griffiths, Mark D. – Digital Education Review, 2015
The present study investigated the phenomenon of buying "virtual assets" for game avatars. Virtual Assets are items that are bought with real-world money for an avatar in-game. Weapons, items, pets, mounts and skin customisations are the most popular examples. Using a qualitative methodology--in this case Interpretative phenomenological…
Descriptors: Purchasing, Computer Simulation, Video Games, Qualitative Research
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Kong, Seng Yeap; Yaacob, Naziaty Mohd; Ariffin, Ati Rosemary Mohd – Asia Pacific Journal of Education, 2015
The use of the physical environment as a three-dimensional (3-D) textbook is not a common practice in educational facilities design. Previous researches documented that little progress has been made to incorporate environmental education (EE) into architecture, especially among the conventional designers who are often constrained by the budget and…
Descriptors: Foreign Countries, Physical Environment, Computer Simulation, Textbooks
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Grotzer, Tina A.; Powell, Megan M.; Derbiszewska, Katarzyna M.; Courter, Caroline J.; Kamarainen, Amy M.; Metcalf, Shari J.; Dede, Christopher J. – Technology, Knowledge and Learning, 2015
Reasoning about ecosystems includes consideration of causality over temporal and spatial distances; yet learners typically focus on immediate time frames and local contexts. Teaching students to reason beyond these boundaries has met with some success based upon tests that cue students to the types of reasoning required. Virtual worlds offer an…
Descriptors: Ecology, Logical Thinking, Grade 5, Grade 6
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Laine, Teemu H.; Sedano, Carolina Islas – Educational Technology & Society, 2015
Pervasive worlds are computing environments where a virtual world converges with the physical world through context-aware technologies such as sensors. In pervasive worlds, technology is distributed among entities that may be distributed geographically. We explore the concept, possibilities, and challenges of distributed pervasive worlds in a case…
Descriptors: Games, Physical Activities, Information Technology, Design
McGinn, Marion; Arnedillo-Sánchez, Inmaculada – International Association for Development of the Information Society, 2015
This paper explores the use of a three dimensional virtual world (3-DVW) to delivery assertiveness training to young adolescents. The case study aims to understand how a sense of presence in VWs facilitates and affect the performance of students role-playing activities to enhance their ability to resist sexual coercion. The results indicate that a…
Descriptors: Adolescents, Sexuality, Sexual Abuse, Role Playing
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Toledo-Morales, Purificacion; Sanchez-Garcia, Jose Manuel – Turkish Online Journal of Distance Education, 2018
This study investigated the effects of the use of Augmented Reality (AR) on the academic performance of students, as well as perceptions that were following the use of this new technology resource. The participants were students of primary education in Spain, which were assigned to an experimental group and a control group. Contents related to the…
Descriptors: Social Science Research, Educational Research, Computer Simulation, Computer Graphics
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Mellar, Harvey; Peytcheva-Forsyth, Roumiana; Kocdar, Serpil; Karadeniz, Abdulkadir; Yovkova, Blagovesna – International Journal for Educational Integrity, 2018
Student authentication and authorship checking systems are intended to help teachers address cheating and plagiarism. This study set out to investigate higher education teachers' perceptions of the prevalence and types of cheating in their courses with a focus on the possible changes that might come about as a result of an increased use of…
Descriptors: Cheating, Incidence, Integrity, Computer Software
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Christopoulos, Athanasios; Conrad, Marc; Shukla, Mitul – Journal of Educational Technology Systems, 2018
This research links learner engagement with interactions when Hybrid Virtual Learning models are used. Various aspects have been considered, such as learners' prior experiences related to virtual worlds, their preconceptions regarding their use as a learning tool, and the impact that instructional designers' choices have on enhancing the…
Descriptors: Educational Games, Blended Learning, Computer Simulation, Learner Engagement
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Richardson, R. Thomas; Sammons, Dotty; Del-Parte, Donna – Journal of Interactive Learning Research, 2018
This study compared learning performance during and following AR and non-AR topographic map instruction and practice Two-way ANOVA testing indicated no significant differences on a posttest assessment between map type and spatial ability. Prior learning activity results revealed a significant performance difference between AR and non-AR treatment…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Simulated Environment
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Rienties, Bart; Lewis, Tim; McFarlane, Ruth; Nguyen, Quan; Toetenel, Lisette – Computer Assisted Language Learning, 2018
Language education has a rich history of research and scholarship focusing on the effectiveness of learning activities and the impact these have on student behaviour and outcomes. One of the basic assumptions in foreign language pedagogy and CALL in particular is that learners want to be able to communicate effectively with native speakers of…
Descriptors: Data Analysis, Second Language Learning, Second Language Instruction, Teaching Methods
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Nussli, Natalie; Oh, Kevin – International Journal of Virtual and Personal Learning Environments, 2018
This article focuses on developing guidelines for the effective facilitation of avatar-based group discussions. This qualitative inquiry is guided by an investigation of (1) social affordances of avatar-based discussions, with an emphasis on social and physical presence, (2) strategies to help establish rapport with other avatars, and (3) the…
Descriptors: Guidelines, Computer Simulation, Synchronous Communication, Computer Mediated Communication
Tromba, Peter – Learning & Leading with Technology, 2013
The core of instruction is the interaction between the student, the content, and the teacher. Good instructional design accounts for the students' needs and interests by personalizing the core to each student. Video games and simulations are one way to meet student needs and leverage their interests for increased student learning. In the 2011-12…
Descriptors: Middle Schools, Computer Games, Teaching Methods, Video Games
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