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Sangmi Kang; Hyesoo Yoo; C. Victor Fung; Koji Matsunobu – Music Educators Journal, 2024
In this article, we, culture bearers and music educators, discuss ways of using East Asian virtual musical instruments to promote culturally diverse music activities in classrooms. We introduce affordable tablet-based virtual instruments (Korean "hyang-piri," Chinese "erhu," and Japanese "koto") and hands-on music…
Descriptors: Asian Culture, Musical Instruments, Music Education, Cultural Awareness
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Yoshihiro Okada; Kanami Oki – International Association for Development of the Information Society, 2023
This paper introduces web viewers for educational VR contents. Recently, many types of VR goggles have been released as commercial products and many entertainment applications for them have been created. However, educational VR contents have been created so far are not so many because the creation of VR contents is time consuming task. We need to…
Descriptors: Computer Simulation, Technology Uses in Education, Web 2.0 Technologies, Educational Technology
Bergeron, Susan J.; Green, Ronald S. – Geography Teacher, 2021
During the 2018-2019 academic year, the authors had the opportunity to begin work on a unique multi-year virtual heritage "Virtual Shikoku Pilgrimage" (VSP) project. The main goal of this project is to design and develop an immersive virtual landscape exploration platform that uses 3-D digital technologies, including the Unity video game…
Descriptors: Foreign Countries, Computer Simulation, Cultural Awareness, Undergraduate Students
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Asquith, Steven; Frazier, Erin – Research-publishing.net, 2022
New technologies often influence the ways in which one shares linguistic experiences. One such technology, Augmented Reality (AR), may initiate concepts used in language learning through digital storytelling. This paper describes an exploratory research project based on Choose Your Own Adventure (CYOA) AR digital storytelling which investigated…
Descriptors: Computer Simulation, Electronic Learning, Story Telling, Cooperative Learning
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Purgina, Marina; Mozgovoy, Maxim; Blake, John – Journal of Educational Computing Research, 2020
Gamification of language learning is a clear trend of recent years. Widespread use of smartphones and the rise of mobile gaming as a popular leisure activity contribute to the popularity of gamification, as application developers can rely on an unprecedented reach of their products and expect acceptance of game-like elements by the users. In terms…
Descriptors: Computer Games, Computer Simulation, Grammar, Computer Software
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Paracha, Samiullah; Hall, Lynne; Clawson, Kathy; Mitsche, Nicole – International Journal of Virtual and Personal Learning Environments, 2020
Virtual environments have the potential to be an important teaching tool for emotionally sensitive issues capable of producing a sense of presence, perspective-taking and introspection in users in a risk-free, rapid feedback experience. In designing such experiences, it is essential that users are regularly engaged in a collaborative design…
Descriptors: Computer Simulation, Emotional Development, Social Development, Empathy
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Jackson, Steven F. – Journal of Political Science Education, 2013
Simulations have received considerable attention as a tool to promote problem-solving skills, intense involvement, and high-order thinking among students. Whether semester-long exercises or a single-class session, simulations are often used in areas of conflict studies, diplomatic studies, trade disputes, electoral processes, and policy and legal…
Descriptors: Simulation, Spreadsheets, Political Science, International Trade
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Tsuchiya, Shigehisa – Simulation & Gaming, 2011
The author's personal journey regarding simulation and gaming started about 25 years ago when he happened to realize how powerful computerized simulation could be for organizational change. The metaphors created by computerized simulation enabled him to transform a stagnant university into a high-performance organization. Through extensive…
Descriptors: Foreign Countries, Organizational Change, Organizational Development, Games
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Pence, Harry E. – Journal of Educational Technology Systems, 2011
The media environment is currently being dramatically changed by social networking, mobile computing, augmented reality, and transmedia. Of these four, transmedia is probably the least familiar to most educators. Transmedia enhances a central story idea with a variety of media components that provide additional information, give increased…
Descriptors: Foreign Countries, Internet, Web Sites, Instructional Innovation
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Utsumi, Takeshi; Mogalhaes, Maria Rosa Abreu – Educational Media International, 1993
Describes accomplishments of the Global Systems Analysis and Simulation (GLOSAS) project from 1973 to the present, including a system for global peace gaming. The capabilities of interactive multimedia to link people across political and geographic boundaries for joint study, debate, research, planetary problem solving, and political action are…
Descriptors: Computer Games, Computer Networks, Computer Simulation, Foreign Countries
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Stogryn, Daniel E. – Journal of College Science Teaching, 1989
Reports on a comparison of computer instruction at Japanese and American universities and colleges. Discusses hardware, education of students, computer graphics, and cooperative efforts. States that computer hardware in Japan is of high quality, abundant, and inexpensively accessed, and in America there is a stronger, direct instructional…
Descriptors: Chemistry, College Science, Comparative Education, Computer Graphics
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Imai, Izumi; Kamata, Masahiro; Miura, Naosuke – Physics Education, 2003
Kinetic models of a gas can be hard for students to understand. Typical tools do not display events at the microscopic level, yet computer simulations of the molecules lack a hands-on aspect. Here a new tool is described that combines the squeezing of a syringe with a computer simulation, and it is shown that this has worked well in class for both…
Descriptors: Mechanics (Physics), Computer Simulation, Molecular Structure, Kinetics
Boston, Jane; And Others – Media and Methods, 1991
Describes three projects that use technology to adapt curriculum to a global approach: (1) kindergartners using a videotape to see a Japanese child; (2) eighth graders using Macintosh networked workstations to produce hypermedia presentations on community issues; and (3) a high school class using a computer-based telecommunications system to…
Descriptors: Computer Assisted Instruction, Computer Networks, Computer Simulation, Curriculum Development
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Shirai, Hiroaki; Tanabu, Motonari; Terano, Takao; Kuno, Yasushi; Suzuki, Hisatoshi; Tsuda, Kazuhiko – Simulation & Gaming, 2003
This article describes the authors' experience of developing a business gaming course for business people in Japan. The course that was developed consists of (a) simple gaming experiments among multiple students using ALEXANDER ISLANDS, a tiny business game on the World Wide Web; (b) lectures to make the students understand the core concepts of…
Descriptors: Business Administration Education, Foreign Countries, Games, Computer Games