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Showing 1 to 15 of 17 results Save | Export
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Campbell, Ashley – Science Scope, 2012
Engaging students in the study of genetics is essential to building a deep understanding of heredity, a core idea in the life sciences (NRC 2012). By integrating into the curriculum the stories of famous scientists who studied genetics (e.g., Mendel, Franklin, Watson, and Crick), teachers remind their students that science is a human endeavor.…
Descriptors: Genetics, Heredity, Scientists, Scientific Principles
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Stoerger, Sharon – Journal of Distance Education, 2010
Education technology proponents argue that tech-savvy students want active learning opportunities that enable them to produce, as well as consume, content. Some educators have responded to this rhetoric by appropriating virtual worlds such as Second Life (SL) for teaching and learning. While SL rewards exploration and experimentation, the…
Descriptors: Active Learning, Educational Technology, Learner Controlled Instruction, Educational Strategies
Le Messurier, Mark; Parker, Madhavi Nawana – Routledge, Taylor & Francis Group, 2011
Some children, for all manner of reasons, struggle to make friends and fit in socially. "What's the Buzz?" is a unique sixteen-lesson social skills enrichment programme designed to explicitly teach children how to think and relate to others in social situations. This lively, highly practical role-play and play-based programme targets everyday…
Descriptors: Feedback (Response), Play, Interpersonal Competence, Elementary School Students
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Beach, Richard; Doerr-Stevens, Candance – Journal of Educational Computing Research, 2011
Social networking sites may include argumentative writing about particular issues in which participants adopt competing perspective and discourses on those issues. This study examined roles and discourses adopted by high school students participating in an online role-play conducted on a Ning platform regarding their school's Internet policies on…
Descriptors: High School Students, Persuasive Discourse, School Policy, Administrative Policy
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Klopfer, Eric; Sheldon, Josh – New Directions for Youth Development, 2010
Augmented Reality (AR) simulations superimpose a virtual overlay of data and interactions onto a real-world context. The simulation engine at the heart of this technology is built to afford elements of game play that support explorations and learning in students' natural context--their own community and surroundings. In one of the more recent…
Descriptors: Computer Simulation, Games, Computer Software, Role Playing
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Jamaludin, Azilawati; Chee, Yam San; Ho, Caroline Mei Lin – Computers & Education, 2009
This paper examines how pre-university students shared and constructed knowledge in the context of GP (general paper) by interacting through individual virtual characters across five cycles of enactive role play sessions. Contextualized scenarios on the topic of euthanasia were developed in "Second Life". Role-playing the virtual characters…
Descriptors: Death, Data Analysis, Virtual Classrooms, Ethics
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Wishart, J. M.; Oades, C. E.; Morris, M. – Computers and Education, 2007
This paper reports on an evaluation of Net-Detectives, a creative online role play activity aimed at 9-12 year olds. Net-Detectives forms part of Kidsmart, an Internet awareness programme aimed at school children. It was evaluated through a multiple method data collection using questionnaire surveys, follow up telephone interviews with teachers…
Descriptors: Foreign Countries, Computer Assisted Instruction, Role Playing, Internet
Tate, Marcia L. – Corwin, 2012
Best-selling author Marcia L. Tate brings her trademark "dendrite-growing" teaching strategies to this practitioner-friendly collection of brain-compatible methods for engaging K-12 students in social studies. Included are 20 proven strategies and more than 200 grade-leveled activities for applying them. Teachers will find concrete ways to…
Descriptors: Social Studies, Learner Engagement, Problem Based Learning, Active Learning
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Games, Ivan Alex – Learning, Media and Technology, 2010
This article presents the results of a three-year study of "Gamestar Mechanic" (www.gamestarmechanic.com), a flash-based multiplayer online role-playing game developed for the MacArthur Foundation's digital media learning initiative by the University of Wisconsin-Madison, and Gamelab in New York. The game's objective is to help children…
Descriptors: Design, Role Playing, Discourse Analysis, Thinking Skills
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Ketelhut, Diane Jass; Nelson, Brian C. – Educational Research, 2010
Background: Most policy doctrines promote the use of scientific inquiry in the K-12 classroom, but good inquiry is hard to implement, particularly for schools with fiscal and safety constraints and for teachers struggling with understanding how to do so. Purpose: In this paper, we present the design of a multi-user virtual environment (MUVE)…
Descriptors: Suburban Schools, Student Attitudes, Virtual Classrooms, Science Curriculum
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Russell, William Benedict, III, Ed. – International Society for the Social Studies, 2013
The "ISSS Annual Conference Proceedings" is a peer-reviewed professional publication published once a year following the annual conference. The following papers are included in the 2013 proceedings: (1) Teaching About Asia in a Social Science Education Program (Cyndi Mottola Poole and Joshua L. Kenna); (2) Teaching Students about…
Descriptors: Social Studies, Preservice Teacher Education, Teaching Methods, Education Courses
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Merchant, Guy – Educational Research, 2010
Background: Although much has been written about the ways in which new technology might transform educational practice, particularly in the area of literacy learning, there is relatively little empirical work that explores the possibilities and problems--or even what such a transformation might look like in the classroom. 3D virtual worlds offer a…
Descriptors: Social Control, Educational Practices, Educational Change, Literacy
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Riegle, Rodney P. – Journal of College Teaching & Learning, 2007
In the 20th century, student work was dominated by paper-print assignments, particularly essays. This was a reflection of the dominant media technology of that century--books, magazines, newspapers, radio, and television. But those days are gone. In the 21st century, the dominant media technology of today's students is the Internet. In addition to…
Descriptors: Student Projects, Essays, Printed Materials, Assignments
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Ferdig, Richard E.; Coutts, Jade; DiPietro, Joseph; Lok, Benjamin; Davis, Niki – Multicultural Education & Technology Journal, 2007
Purpose: The purpose of this paper is to discuss several technology applications that are being used to address current problems or opportunities related to multicultural education. Design/methodology/approach: Five technology applications or technology-related projects are discussed, including a teacher education literacy tool, social networking…
Descriptors: Multicultural Education, Games, Patients, Educational Technology
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Thomas, Angela – E-Learning, 2006
In this article the author explores the seamlessness between children's online and offline worlds. For children, there is no dichotomy of online and offline, or virtual and real; the digital is so much intertwined into their lives and psyche that the one is entirely enmeshed with the other. Despite early research pointing to the differences that…
Descriptors: Ethnography, Children, Childhood Attitudes, Longitudinal Studies
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