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Rogers, James W.; Cox, James R. – Journal of College Science Teaching, 2008
At RMIT University, students may now elect to study infectious diseases through a course called Outbreak--The Detection and Control of Infectious Disease. Outbreak was designed to simulate in an online class the effective teamwork required to bring resolution to outbreak crises and enable frameworks for future prevention. The appropriateness of…
Descriptors: Action Research, Online Courses, Communicable Diseases, Epidemiology
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Patera, Marianne; Draper, Steve; Naef, Martin – Interactive Learning Environments, 2008
This paper presents an exploratory study that created a virtual reality environment (VRE) to stimulate motivation and creativity in imaginative writing at primary school level. The main aim of the study was to investigate if an interactive, semi-immersive virtual reality world could increase motivation and stimulate pupils' imagination in the…
Descriptors: National Curriculum, Imagination, Computer Simulation, Motivation
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Middleton, Andrew John; Mather, Richard – ALT-J: Research in Learning Technology, 2008
The educational value of Immersive Virtual Worlds (IVWs) seems to be in their social immersive qualities and as an accessible simulation technology. In contrast to these synchronous applications this paper discusses the use of educational machinima developed in IVW virtual film sets. It also introduces the concept of media intervention, proposing…
Descriptors: Intervention, Educational Technology, Internet, Educational Media
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Costa-Font, Joan; Wittenberg, Raphael; Patxot, Concepcio; Comas-Herrera, Adelina; Gori, Cristiano; di Maio, Alessandra; Pickard, Linda; Pozzi, Alessandro; Rothgang, Heinz – Social Indicators Research, 2008
This study examines the sensitivity of future long-term care demand and expenditure estimates to official demographic projections in four selected European countries: Germany, Spain, Italy and the United Kingdom. It uses standardised methodology in the form of a macro-simulation exercise and finds evidence for significant differences in…
Descriptors: Health Services, Expenditures, Foreign Countries, Union Members
Beutler, Steve – Techniques: Connecting Education and Careers (J3), 2008
Using a Web-based program he developed, one educator is helping students understand how their career and lifestyle choices are linked. MyLife, a Web-based life-planning program for young people, offers comprehensive budget activity in which participants develop simulations of their fantasy futures and calculate their future monthly…
Descriptors: Internet, Career Exploration, Life Style, Career Choice
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Frontera, Eloi Biosca – Themes in Science and Technology Education, 2009
This article is a summary and conclusions of a field study carried out in a secondary education classroom with the aim of experimenting and observing how 13-year-old students learn the history of architecture by using complex virtual reality software. Within the framework of autonomous and active learning, students act as builders of some of the…
Descriptors: Early Adolescents, Secondary School Students, Computer Simulation, Simulated Environment
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Van Moere, Alistair; Suzuki, Masanori; Downey, Ryan; Cheng, Jian – Australian Review of Applied Linguistics, 2009
This paper discusses the development of an assessment to satisfy the International Civil Aviation Organization (ICAO) Language Proficiency Requirements. The Versant Aviation English Test utilizes speech recognition technology and a computerized testing platform, such that test administration and scoring are fully automated. Developed in…
Descriptors: Scoring, Test Construction, Language Proficiency, Standards
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Hixon, Emily; So, Hyo-Jeong – Educational Technology & Society, 2009
The purpose of this paper is to provide a comprehensive review of how technology has been used to enhance or replace field experiences in preservice teacher preparation programs, and discuss the benefits and limitations of traditional and technology-enhanced/virtual field experience approaches. In this paper, three types of technology-enhanced…
Descriptors: Preservice Teacher Education, Preservice Teachers, Field Experience Programs, Barriers
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Deutschmann, Mats; Panichi, Luisa; Molka-Danielsen, Judith – ReCALL, 2009
The following paper presents two stages of an action research project involving two oral proficiency courses held in the virtual world Second Life. Course 1 was conducted during the Autumn of 2007. Based on the experiences of this course, we redesigned many aspects of it in order to improve student activity in terms of oral participation and gave…
Descriptors: Action Research, Student Participation, Comparative Analysis, Language Proficiency
Wright, Vivian H.; Burnham, Joy J.; Inman, Christopher T.; Ogorchock, Heather N. – Journal of Computing in Teacher Education, 2009
This study examined cyberbullying in three distinct phases to facilitate a multifaceted understanding of cyberbullying. The phases included (a) a quantitative survey, (b) a qualitative focus group, and (c) development of educational scenarios/simulations (within the Second Life virtual environment). Phase III was based on adolescent feedback about…
Descriptors: Prevention, Focus Groups, Virtual Classrooms, Bullying
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She, Hsiao-Ching; Chen, Yi-Zen – Computers & Education, 2009
This study examined how middle school students constructed their understanding of the mitosis and meiosis processes at a molecular level through multimedia learning materials presented in different interaction and sensory modality modes. A two (interaction modes: animation/simulation) by two (sensory modality modes: narration/on-screen text)…
Descriptors: Animation, Eye Movements, Attention, Interaction
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Chase, Catherine C.; Chin, Doris B.; Oppezzo, Marily A.; Schwartz, Daniel L. – Journal of Science Education and Technology, 2009
Betty's Brain is a computer-based learning environment that capitalizes on the social aspects of learning. In Betty's Brain, students instruct a character called a Teachable Agent (TA) which can reason based on how it is taught. Two studies demonstrate the "protege effect": students make greater effort to learn for their TAs than they do…
Descriptors: Learning Activities, Student Motivation, Grade 8, Grade 5
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Dabbagh, Nada; Blijd, Cecily Williams – Journal of Educational Multimedia and Hypermedia, 2009
This study is a third in a series of studies that examined students' information seeking and problem solving behaviors while interacting with one of two types of web-based representations of an ill-structured instructional design case: hierarchical (tree-like) and heterarchical (network-like). A Java program was used to track students' hypermedia…
Descriptors: Medical Education, Graduate Students, Quasiexperimental Design, Problem Based Learning
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Warren, Scott J.; Stein, Richard A.; Dondlinger, Mary Jo; Barab, Sasha A. – Journal of Educational Computing Research, 2009
The number of games, simulations, and multi-user virtual environments designed to promote learning, engagement with subject matter, or intended to contextualize learning has been steadily increasing over the past decade. While the use of these digital designs in educational settings has begun to show promise for improving learning, motivation, and…
Descriptors: Instructional Design, Virtual Classrooms, Writing Skills, Educational Games
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Spiegelman, Marsha; Glass, Richard – Journal of Educational Technology Systems, 2009
Gaming and social networking define the millennial student. This research focuses on an evolving collaboration between 2 faculty members of different disciplines who merged Web 2.0 and game scenarios to infuse research techniques as integral components of math/computer science courses. Blogs and wikis facilitated student-faculty interaction beyond…
Descriptors: Research Skills, College Faculty, College Students, Mathematics Instruction
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