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Showing 1 to 15 of 4,768 results
What Works Clearinghouse, 2014
This study examined how using two different ways of displaying the solar system--a true-to-scale mode vs. an orrery mode--affected students' knowledge of astronomical concepts. Solar system displays were presented in a software application on a handheld tablet computer. In the true-to-scale mode, users navigated a simulated three-dimensional…
Descriptors: Astronomy, Scientific Concepts, Science Instruction, Visual Aids
Staub, Nancy A.; Bravender, Marlena – International Journal of Educational Leadership Preparation, 2014
Online simulations offer opportunities for trial and error decision-making. What better tool for a principal than to make decisions when the consequences will not have real-world ramifications. In this study, two groups of graduate students in a principal preparation program taking the same course in the same semester use online simulations…
Descriptors: Graduate Students, Administrator Education, Higher Education, Computer Simulation
Jones, M. Gail; Childers, Gina; Emig, Brandon; Chevrier, Joël; Tan, Hong; Stevens, Vanessa; List, Jonathan – Journal of Visual Impairment & Blindness, 2014
Traditional science instruction is typically reliant on visual modes of learning, such as textbooks and graphs. Furthermore, since science instruction is often heavily dependent upon visual cues, students with visual impairment often do not have access to the same educational opportunities in most science classes (Jones, Minogue, Oppewal, Cook,…
Descriptors: Visual Impairments, Blindness, Science Instruction, Teaching Methods
Gagnon, Stephanie A.; Brunyé, Tad T.; Gardony, Aaron; Noordzij, Matthijs L.; Mahoney, Caroline R.; Taylor, Holly A. – Cognitive Science, 2014
Learning a novel environment involves integrating first-person perceptual and motoric experiences with developing knowledge about the overall structure of the surroundings. The present experiments provide insights into the parallel development of these egocentric and allocentric memories by intentionally conflicting body- and world-centered frames…
Descriptors: Cognitive Science, Memory, Learning Processes, Educational Technology
Quero, Soledad; Pérez-Ara, M. Ángeles; Bretón-López, Juana; García-Palacios, Azucena; Baños, Rosa M.; Botella, Cristina – British Journal of Guidance & Counselling, 2014
Interoceptive exposure (IE) is a standard component of cognitive-behavioural therapy (CBT) for panic disorder and agoraphobia. The virtual reality (VR) program "Panic-Agoraphobia" has several virtual scenarios designed for applying exposure to agoraphobic situations; it can also simulate physical sensations. This work examines…
Descriptors: Anxiety Disorders, Therapy, Outcomes of Treatment, Prediction
Mayer, Igor; Bekebrede, Geertje; Harteveld, Casper; Warmelink, Harald; Zhou, Qiqi; van Ruijven, Theo; Lo, Julia; Kortmann, Rens; Wenzler, Ivo – British Journal of Educational Technology, 2014
The authors present the methodological background to and underlying research design of an ongoing research project on the scientific evaluation of serious games and/or computer-based simulation games (SGs) for advanced learning. The main research questions are: (1) what are the requirements and design principles for a comprehensive social…
Descriptors: Educational Technology, Computer Games, Computer Simulation, Research Methodology
Eriksson, Urban; Linder, Cedric; Airey, John; Redfors, Andreas – Science Education, 2014
An overlooked feature in astronomy education is the need for students to learn to extrapolate three-dimensionality and the challenges that this may involve. Discerning critical features in the night sky that are embedded in dimensionality is a long-term learning process. Several articles have addressed the usefulness of three-dimensional (3D)…
Descriptors: Computer Simulation, Astronomy, Online Surveys, Questionnaires
Hämäläinen, Raija; Oksanen, Kimmo – Technology, Pedagogy and Education, 2014
Collaborative games will enable new kinds of possibilities for learning. In the future, the goal of game-based learning should be to introduce new ideas and deepen learners' in-depth understanding. However, studies have shown that shared high-level knowledge construction is a challenging process. Moreover, thus far, few empirical studies have…
Descriptors: Cooperative Learning, Educational Games, Teaching Methods, Simulated Environment
Lui, Michelle; Slotta, James D. – Technology, Pedagogy and Education, 2014
This article presents the design of an immersive simulation and inquiry activity for technology-enhanced classrooms. Using a co-design method, researchers worked with a high school biology teacher to create a rainforest simulation, distributed across several large displays in the room to immerse students in the environment. The authors created and…
Descriptors: Secondary School Science, Science Instruction, Computer Simulation, Computer Uses in Education
Black, Rebecca W.; Korobkova, Ksenia; Epler, Alexandra – Journal of Early Childhood Literacy, 2014
This paper examines the ways in which Mattel's "Barbie Girls" and "Xtractaurs," online sites aimed at girls and boys of six years of age and up, respectively, offer markedly distinct literate and semiotic resources for their young users. Analysis focuses on the multimodal layers of meaning and the mediating tools,…
Descriptors: Play, Interaction, Content Analysis, Web Sites
Green, Jeffrey J.; Stone, Courtenay Clifford; Zegeye, Abera – Journal of Education for Business, 2014
Colleges and universities are being asked by numerous sources to provide assurance of learning assessments of their students and programs. Colleges of business have responded by using a plethora of assessment tools, including the Major Field Test in Business. In this article, the authors show that the use of the Major Field Test in Business for…
Descriptors: Business Administration Education, Student Evaluation, Accreditation (Institutions), Comparative Analysis
Perry, Judy; Klopfer, Eric – Computers in the Schools, 2014
The integration of learning games into schools holds significant promise, yet faces numerous obstacles. Ubiquitous games (casual games for smart phones) attempt to motivate students to engage repeatedly with content beyond school, while enabling teachers to facilitate deeper reflection on game-related curricula during class. During a two-year…
Descriptors: Educational Games, Handheld Devices, Electronic Learning, Biology
Bate, Frank; MacNish, Jean; Males, Steven – Learning, Media and Technology, 2014
This paper discusses gaming in a Western Australian school for boys. The overriding ethos of the school is supportive of the potential of ICT to better engage students and deliver enhanced educational outcomes. The school sees game-based design as at the vanguard of innovation, but also accepts its important duty of care responsibilities. Tensions…
Descriptors: Educational Games, Teaching Methods, Single Sex Schools, Males
Moore, Emily B.; Chamberlain, Julia M.; Parson, Robert; Perkins, Katherine K. – Journal of Chemical Education, 2014
Developing fluency across symbolic-, macroscopic-, and particulate-level representations is central to learning chemistry. Within the chemistry education community, animations and simulations that support multi-representational fluency are considered critical. With advances in the accessibility and sophistication of technology,…
Descriptors: Science Instruction, Chemistry, College Science, Undergraduate Study
Eden, Sigal – European Journal of Special Needs Education, 2014
Deaf and hard-of-hearing (D/HH) children reveal considerable difficulty in producing an organised and complete narrative. The current study conducted a three-month intervention to improve D/HH children's storytelling ability through training in arranging episodes of temporal scripts, and telling the stories they created. We examined 65 D/HH…
Descriptors: Deafness, Partial Hearing, Intervention, Story Telling

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