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Watanabe, Masahito – Research-publishing.net, 2020
Since 2000, I have been coordinating a web-based Virtual Exchange (VE) project, "Project Ibunka." "Ibunka" means different cultures in Japanese. It aims to provide opportunities for authentic interaction among English as a Foreign Language (EFL) and English as a Second Language (ESL) learners all over the world. By the end of…
Descriptors: Exchange Programs, Program Descriptions, Computer Simulation, Second Language Learning
Lam, Tuan Q.; Watson, Duane G. – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2014
Compared to words that are new to a discourse, repeated words are produced with reduced acoustic prominence. Although these effects are often attributed to priming in the production system, the locus of the effect within the production system remains unresolved because, in natural speech, repetition often involves repetition of referents and…
Descriptors: Experimental Psychology, Repetition, College Students, Computer Simulation
Akl, Adib – European Journal of Educational Sciences, 2014
As a result of the remarkable speed of the recent technology advancement, major innovations should be proposed for the engineering laboratory contents and delivery methods. Since telecommunications are science centered, it is essential that the telecom engineering laboratory takes as its main goal the development of skills requisite to the…
Descriptors: Theory Practice Relationship, Engineering Education, Telecommunications, Laboratory Experiments
Ryan, Qing X.; Frodermann, Evan; Heller, Kenneth; Hsu, Leonardo; Mason, Andrew – Physical Review Physics Education Research, 2016
The combination of modern computing power, the interactivity of web applications, and the flexibility of object-oriented programming may finally be sufficient to create computer coaches that can help students develop metacognitive problem-solving skills, an important competence in our rapidly changing technological society. However, no matter how…
Descriptors: Problem Solving, Coaching (Performance), Introductory Courses, Physics
Ak, Oguz; Kutlu, Birgul – British Journal of Educational Technology, 2017
The aim of this study was to investigate the effectiveness of traditional, 2D and 3D game-based environments assessed by student achievement scores and to reveal student perceptions of the value of these learning environments. A total of 60 university students from the Faculty of Education who were registered in three sections of a required…
Descriptors: Computer Simulation, Computer Games, Educational Games, Instructional Effectiveness
Sacristán, Ana Isabel; Pretelín-Ricárdez, Angel – Teaching Mathematics and Its Applications, 2017
This work is part of a research project that aims to enhance engineering students' learning of how to apply mathematics in modelling activities of real-world situations, through the construction (design and programming) of videogames. We want also for students to relate their mathematical knowledge with other disciplines (e.g., physics, computer…
Descriptors: Mathematics Education, Engineering Education, Mathematical Applications, Mathematical Models
Marty, Jean-Charles; Carron, Thibault; Pernelle, Philippe; Talbot, Stéphane; Houzet, Gregory – International Journal of Game-Based Learning, 2015
The authors' research work deals with the development of new game-based learning (gbl) environments. They think that the way of acquiring knowledge during a learning session is similar to following an adventure in a role-playing game and they apply the metaphor of exploring a virtual world, where each student embarks on a quest in order to collect…
Descriptors: Educational Games, Video Games, Teaching Methods, Educational Technology
Philips, Andrea; Walz, Ariane; Bergner, Andreas; Graeff, Thomas; Heistermann, Maik; Kienzler, Sarah; Korup, Oliver; Lipp, Torsten; Schwanghart, Wolfgang; Zeilinger, Gerold – Journal of Geography in Higher Education, 2015
In this study, we investigate how immersive 3D geovisualization can be used in higher education. Based on MacEachren and Kraak's geovisualization cube, we examine the usage of immersive 3D geovisualization and its usefulness in a research-based learning module on flood risk, called GEOSimulator. Results of a survey among participating students…
Descriptors: Foreign Countries, College Students, Geography, Geography Instruction
Ferrer-Torregrosa, J.; Torralba, J.; Jimenez, M. A.; García, S.; Barcia, J. M. – Journal of Science Education and Technology, 2015
The evolution of technologies and the development of new tools with educational purposes are growing up. This work presents the experience of a new tool based on augmented reality (AR) focusing on the anatomy of the lower limb. ARBOOK was constructed and developed based on TC and MRN images, dissections and drawings. For ARBOOK evaluation, a…
Descriptors: Anatomy, Computer Simulation, Questionnaires, Delphi Technique
Van Eck, Richard N.; Fu, Hongxia; Drechsel, Paul V. J. – Journal of Computing in Higher Education, 2015
Air traffic control (ATC) operations are critical to the U.S. aviation infrastructure, making ATC training a critical area of study. Because ATC performance is heavily dependent on visual processing, it is important to understand how to screen for or promote relevant visual processing abilities. While conventional wisdom has maintained that such…
Descriptors: Computer Simulation, Simulated Environment, Air Transportation, Traffic Safety
Leung, Joseph Y. C.; Critchley, Lester A. H.; Yung, Alex L. K.; Kumta, Shekhar M. – Advances in Health Sciences Education, 2015
Virtual patients are computerised representations of realistic clinical cases. They were developed to teach clinical reasoning skills through delivery of multiple standardized patient cases. The anesthesia course at The Chinese University of Hong Kong developed two novel types of virtual patients, formative assessment cases studies and storyline,…
Descriptors: Medical Education, Anesthesiology, Foreign Countries, Computer Simulation
Treen, Emily; Atanasova, Christina; Pitt, Leyland; Johnson, Michael – Journal of Marketing Education, 2016
Marketing instructors using simulation games as a way of inducing some realism into a marketing course are faced with many dilemmas. Two important quandaries are the optimal size of groups and how much of the students' time should ideally be devoted to the game. Using evidence from a very large sample of teams playing a simulation game, the study…
Descriptors: Marketing, Business Administration Education, Educational Games, Computer Simulation
Beck, Dennis; Warren, Scott Joseph; Kraybill, Anne – AERA Online Paper Repository, 2016
As school funding in the U.S. continues to drop or stagnate, arts education programs have suffered, particularly in poor districts. One approach to overcoming this problem has been for non-profit organizations to develop innovative curricula with technology components that allow students to learn about art without having to leave the classroom. In…
Descriptors: Art Education, Nonprofit Organizations, Curriculum Development, Museums
Dali, Ning – English Language Teaching, 2017
The increase of international exchange in education triggers strong demand for learning English language skills in various academic disciplines among Chinese students, which brings up a wide implementation of EAP (English for academic purposes) learning in universities in China. However, the teaching and learning result do not seem to be as…
Descriptors: English for Academic Purposes, Second Language Learning, Second Language Instruction, Language Proficiency
Corbi, Alberto; Burgos, Daniel – Electronic Journal of e-Learning, 2017
This paper presents how virtual containers enhance the implementation of STEAM (science, technology, engineering, arts, and math) subjects as Open Educational Resources (OER). The publication initially summarizes the limitations of delivering open rich learning contents and corresponding assignments to students in college level STEAM areas. The…
Descriptors: STEM Education, Art Education, Resource Units, Computer Uses in Education