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Showing 61 to 75 of 125 results Save | Export
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Chen, Judy F.; Warden, Clyde A.; Tai, David Wen-Shung; Chen, Farn-Shing; Chao, Chich-Yang – Computers & Education, 2011
Virtual spaces allow abstract representations of reality that not only encourage student self-directed learning but also reinforce core content of the learning objective through visual metaphors not reproducible in the physical world. One of the advantages of such a space is the ability to escape the restrictions of the physical classroom, yet…
Descriptors: Figurative Language, Abstract Reasoning, Business English, Values
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Cheryan, Sapna; Meltzoff, Andrew N.; Kim, Saenam – Computers & Education, 2011
Three experiments examined whether the design of virtual learning environments influences undergraduates' enrollment intentions and anticipated success in introductory computer science courses. Changing the design of a virtual classroom--from one that conveys current computer science stereotypes to one that does not--significantly increased…
Descriptors: Computer Science Education, Females, Virtual Classrooms, Gender Differences
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Tao, Yu-Hui; Yeh, C. Rosa; Hung, Kung Chin – Computers & Education, 2012
Previous studies on business simulation games (BSGs) have concluded that improved performance may not be the primary benefit of using BSGs, due to mixed results between student performance and perceptions. Two relevant and insightful issues attract our attention, namely, the impacts of the heterogeneous student population and the different…
Descriptors: Academic Achievement, Student Characteristics, Learning Motivation, Regression (Statistics)
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Tao, Yu-Hui; Cheng, Chieh-Jen; Sun, Szu-Yuan – Computers & Education, 2009
Previous studies have pointed out that computer games could improve students' motivation to learn, but these studies have mostly targeted teachers or students in elementary and secondary education and are without user adoption models. Because business and management institutions in higher education have been increasingly using educational…
Descriptors: Educational Games, Computer Simulation, Learning Motivation, Interpersonal Relationship
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de Freitas, Sara; Neumann, Tim – Computers & Education, 2009
User interfaces are becoming more intuitive following the requirements of the individual learner and reinforcing the drive towards more personalised learning and greater learner autonomy. There are clearly a new set of challenges emerging for teaching practitioners that will have implications upon not just what is learned but importantly upon…
Descriptors: Experiential Learning, Discovery Learning, Virtual Classrooms, Professional Development
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Ucar, Sedat; Trundle, Kathy Cabe – Computers & Education, 2011
Students are often unable to collect the real-time data necessary for conducting inquiry in science classrooms. Web-based, real-time data could, therefore, offer a promising tool for conducting scientific inquiries within classroom environments. This study used a quasi-experimental research design to investigate the effects of inquiry-based…
Descriptors: Grounded Theory, Preservice Teachers, Elementary School Science, Methods Courses
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Reynolds, R.; Walker, K.; Speight, C. – Computers & Education, 2010
This paper describes the development and evaluation of web-based museum trails for university-level design students to access on handheld devices in the Victoria and Albert Museum (V&A) in London. The trails offered students a range of ways of exploring the museum environment and collections, some encouraging students to interpret objects and…
Descriptors: Feedback (Response), Museums, Educational Technology, Internet
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Connolly, Thomas M.; Stansfield, Mark; Hainey, Thomas – Computers & Education, 2011
Over the last decade, Alternate Reality Games (ARGs), a form of narrative often involving multiple media and gaming elements to tell a story that might be affected by participants' actions, have been used in the marketing and promotion of a number of entertainment related products such as films, computer games and music. This paper discusses the…
Descriptors: Foreign Countries, Research Design, Student Attitudes, Learning Activities
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Yaman, Melek; Nerdel, Claudia; Bayrhuber, Horst – Computers & Education, 2008
Within the scope of this study, the effectiveness of two kinds of instructional support was evaluated with regard to the learner's interests. Two versions of a simulation program about the respiratory chain were developed, differing only in the kind of tasks provided for instructional support: One version contained problem-solving tasks, the other…
Descriptors: Computer Simulation, Interests, Problem Solving, Computer Assisted Instruction
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Traphagan, Tomoko Watanabe; Chiang, Yueh-hui Vanessa; Chang, Hyeseung Maria; Wattanawaha, Benjaporn; Lee, Haekyung; Mayrath, Michael Charles; Woo, Jeongwon; Yoon, Hyo-Jin; Jee, Min Jung; Resta, Paul E. – Computers & Education, 2010
Using a framework of cognitive, social, and teaching presence, the nature of learning experiences in a three-dimensional virtual world environment (Second Life) and a text-chat learning environment without visuals (TeachNet) were investigated. A mixed method of code frequencies, coherence graphs, interviews, and a survey was used. The results…
Descriptors: Computer Mediated Communication, Cooperation, Cognitive Processes, Debate
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Kim, Bokyeong; Park, Hyungsung; Baek, Youngkyun – Computers & Education, 2009
The purpose of this study is to explore the effects of the meta-cognitive strategies on the academic and gaming achievements. Exploring the effects of those achievements on the social problem solving of students is also of interest. For this purpose, the MMORPG [Massively Multiple Online Role Playing Game] "Gersang" was used. The…
Descriptors: Social Problems, Academic Achievement, Learning Strategies, Problem Solving
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Bravo, Crescencio; van Joolingen, Wouter R.; de Jong, Ton – Computers & Education, 2009
Modeling offers a promising form of constructivist learning for students. By making and executing models of dynamic systems in a computer environment, students are stimulated to learn about the specific domain that is modeled as well as about the process of modeling in general. However, learning by modeling also leads to characteristic student…
Descriptors: Teaching Methods, Computer Simulation, Physics, Feedback (Response)
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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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Abdulwahed, Mahmoud; Nagy, Zoltan K. – Computers & Education, 2011
This paper introduces a novel model of laboratory education, namely the TriLab. The model is based on recent advances in ICT and implements a three access modes to the laboratory experience (virtual, hands-on and remote) in one software package. A review of the three modes is provided with highlights of advantages and disadvantages of each mode.…
Descriptors: Undergraduate Students, Graduate Students, Science Laboratories, Cognitive Psychology
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Lorenzo, Carlos-Miguel; Sicilia, Miguel Angel; Sanchez, Salvador – Computers & Education, 2012
Massively Multiuser On-line Learning (MMOL) Platforms, often called "virtual learning worlds", constitute a still unexplored context for communication-enhanced learning, where synchronous communication skills in an explicit social setting enhance the potential of effective collaboration. In this paper, we report on an experimental study of…
Descriptors: Educational Technology, Evaluation Methods, Student Participation, Interaction
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