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Doerr-Stevens, Candance – E-Learning and Digital Media, 2011
This article presents a qualitative case study that uses discourse and social semiotic analysis methods in order to examine the rhetorical construction of fictional personas within an online role play used for learning in the college classroom. Of special focus are the differing patterns of semiotic resource use (for example, language and…
Descriptors: Rhetoric, Program Effectiveness, Semiotics, Linguistic Theory
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Sidiropoulos, Kyriakos; de Bleser, Ria; Ackermann, Hermann; Preilowski, Bruno – Neuropsychologia, 2008
At the level of clinical speech/language evaluation, the repetition type of conduction aphasia is characterized by repetition difficulties concomitant with reduced short-term memory capacities, in the presence of fluent spontaneous speech as well as unimpaired naming and reading abilities. It is still unsettled which dysfunctions of the…
Descriptors: Speech, Psycholinguistics, Phonemes, Aphasia
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Mills, Nicole – Foreign Language Annals, 2009
Project-based learning (PBL) is described as a student-centered approach to learning in which students collaborate on sequential authentic tasks and develop a final project. Through opportunities to integrate both language and content learning, PBL practitioners suggest that meaningful language use and purposeful communication are fostered…
Descriptors: Student Projects, Self Efficacy, Second Language Instruction, Second Language Learning
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Urhahne, Detlef; Nick, Sabine; Schanze, Sascha – Research in Science Education, 2009
In a series of three experimental studies, the effectiveness of three-dimensional computer simulations to aid the understanding of chemical structures and their properties was investigated. Arguments for the usefulness of three-dimensional simulations were derived from Mayer's generative theory of multimedia learning. Simulations might lead to a…
Descriptors: Computer Assisted Instruction, Chemistry, Instructional Effectiveness, Biochemistry
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Hilbelink, Amy J. – British Journal of Educational Technology, 2009
Results of a study designed to determine the effectiveness of implementing three-dimensional (3D) stereo images of a human skull in an undergraduate human anatomy online laboratory were gathered and analysed. Mental model theory and its applications to 3D relationships are discussed along with the research results. Quantitative results on 62 pairs…
Descriptors: Science Laboratories, Multivariate Analysis, Anatomy, Science Achievement
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Slotte, Virpi; Herbert, Anne – Journal of Workplace Learning, 2008
Purpose: The purpose of this paper is to evaluate learners' attitudes to the use of simulation-based e-learning as part of workplace learning when socially situated interaction and blended learning are specifically included in the instructional design. Design/methodology/approach: Responses to a survey questionnaire of 298 sales personnel were…
Descriptors: Feedback (Response), Instructional Design, Staff Development, Web Based Instruction
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Park, John; Carter, Glenda; Butler, Susan; Slykhuis, David; Reid-Griffin, Angelia – Journal of Interactive Learning Research, 2008
This study examines the relationship of gender and spatial perception on student interactivity with contour maps and non-immersive virtual reality. Eighteen eighth-grade students elected to participate in a six-week activity-based course called "3-D GeoMapping." The course included nine days of activities related to topographic mapping.…
Descriptors: Computer Simulation, Computer Uses in Education, Maps, Earth Science
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Kirriemuir, John – Educational Research, 2010
Background: Numerous surveys, articles, ephemera and online information sources indicate that "Second Life" has been the predominant virtual world, for educational purposes, in UK universities for the latter half of the 2000s. However, the infrastructure required to operate "Second Life" presents a number of technical concerns…
Descriptors: Educational Trends, Barriers, Foreign Countries, Computer Simulation
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Rigas, Dimitrios; Alharbi, Abdulrhman – Interactive Technology and Smart Education, 2011
Purpose: The purpose of this paper is to investigate the usability (effectiveness, efficiency and user satisfaction) of e-feedback interfaces. The experiment compares a traditional visual approach with a multimodal approach in order to determine the impact of multimodal metaphors upon the user's understanding, reasoning and engagement with the…
Descriptors: Feedback (Response), User Satisfaction (Information), Learner Engagement, Writing Exercises
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Eidsheim, Nina Sun – Journal for Learning through the Arts, 2009
For arts departments in many institutions, technology education entails prohibitive equipment costs, maintenance requirements and administrative demands. There are also inherent pedagogical challenges: for example, recording studio classes where, due to space and time constraints, only a few students in what might be a large class can properly…
Descriptors: Computer Simulation, Art, Art Education, Computer Uses in Education
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Passig, David – Themes in Science and Technology Education, 2009
Many have elaborated on the potential of virtual reality (VR) in learning. This article attempts at organizing the literature in this issue in order to better identify indicators that can account for future valid trends, and seeks to bring to attention how authors who wrote about the future of VR in education confused futures' terms and produced…
Descriptors: Meta Analysis, Literature Reviews, Computer Simulation, Educational Trends
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Castro-Schez, J. J.; del Castillo, E.; Hortolano, J.; Rodriguez, A. – IEEE Transactions on Education, 2009
Educational software tools are considered to enrich teaching strategies, providing a more compelling means of exploration and feedback than traditional blackboard methods. Moreover, software simulators provide a more motivating link between theory and practice than pencil-paper methods, encouraging active and discovery learning in the students.…
Descriptors: Foreign Countries, Computer Software, Data Analysis, Web Based Instruction
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Schiller, Shu Z. – Journal of Information Systems Education, 2009
Guided by the principles of learner-centered teaching methodology, a Second Life project is designed to engage students in active learning of virtual commerce through hands-on experiences and teamwork in a virtual environment. More importantly, an assessment framework is proposed to evaluate the learning objectives and learning process of the…
Descriptors: Student Attitudes, Learning Motivation, Virtual Classrooms, Teaching Methods
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Klopfer, Eric; Scheintaub, Hal; Huang, Wendy; Wendel, Daniel; Roque, Ricarose – E-Learning, 2009
StarLogo The Next Generation (TNG) enables secondary school students and teachers to model decentralized systems through agent-based programming. TNG's inclusion of a three-dimensional graphical environment provides the capacity to create games and simulation models with a first-person perspective. The authors theorize that student learning of…
Descriptors: Curriculum Development, Creative Thinking, Secondary School Students, Pilot Projects
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Gonzalez, Carina S.; Blanco, Francisco – Simulation & Gaming, 2008
Different approaches have demonstrated that learning improves when implemented in a constructivist and social way. In addition, electronic games and simulations are perceived to have high educational value because of their motivational and emotional factors. This potential value can be developed by defining appropriate scenarios in which players…
Descriptors: Constructivism (Learning), Video Games, Educational Games, Integrated Curriculum
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