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Carrington, Lisa; Kervin, Lisa; Ferry, Brian – Journal of Technology and Teacher Education, 2011
The development of a professional identity plays an important part in pre-service teacher education. However, very little is explicitly taught about how one can develop a teacher professional identity via pre-service teacher education (Allen, 2005:1). Rather, as a pre service teacher progresses through their degree, they are expected to develop…
Descriptors: Foreign Countries, Preservice Teacher Education, Undergraduate Study, Theory Practice Relationship
Dickey, Michele D. – Educational Technology Research and Development, 2011
The purpose of this study is to address the pragmatics of integrating virtual worlds for teaching and learning for K-12 education. Specifically this qualitative investigation focuses on a reflective dialogue gathered from a group of K-12 (primary and secondary school) educators about their experiences using both "Active Worlds Educational…
Descriptors: Elementary School Teachers, Secondary School Teachers, Educational Technology, Barriers
Peters, Tom – Policy Futures in Education, 2008
This article examines the public services component of digital and virtual libraries, focusing on the end-user experience. As the number and types of "places" where library users access library collections and services continue to expand (now including cell phones, iPods, and three-dimensional virtual reality environments populated by avatars),…
Descriptors: Computer Simulation, Competition, Electronic Libraries, Library Services
Jiau, H. C.; Chen, J. C.; Ssu, Kuo-Feng – IEEE Transactions on Education, 2009
Game-based assignments typically form an integral component of computer programming courses. The effectiveness of the assignments in motivating students to carry out repetitive programming tasks is somewhat limited since their outcomes are invariably limited to a simple win or loss scenario. Accordingly, this paper develops a simulation…
Descriptors: Self Motivation, Programming, Educational Games, Computer Simulation
"World of Warcraft" and the Impact of Game Culture and "Play" in an Undergraduate Game Design Course
Dickey, Michele D. – Computers & Education, 2011
During the past two decades, digital games have become an increasingly popular source of study for academics, educational researchers and instructional designers. Much has been written about the potential of games for teaching and learning, both in the design of educational/serious games and the implementation of off-the-shelf games for learning.…
Descriptors: Instructional Design, Play, Educational Games, Classroom Environment
DeMers, Michael N. – International Journal of Virtual and Personal Learning Environments, 2010
Second Life is increasingly being used as a venue for education, especially for delivery of online instruction where social presence and community building are essential components. Despite its robust 3-D modeling tools and powerful scripting language, many educational uses of Second Life are limited to passive forms of content delivery that often…
Descriptors: Educational Technology, Technology Uses in Education, Simulated Environment, Computer Simulation
Thomassen, Aukje; Rive, Pete – Learning, Media and Technology, 2010
The theory and lessons of knowledge exchange, in both a physical and virtual environment, suggest a framework for understanding the specific requirements for a digital design class in "Second Life". Through teaching and observing students who were asked to complete a machinima project, our research provided examples of the strengths and…
Descriptors: Foreign Countries, Virtual Classrooms, Computer Simulation, Role Playing
Wright, Vivian H.; Burnham, Joy J. – Professional Counselor, 2012
This study sought to develop meaningful and engaging virtual cyberbullying scenarios in digital environments that reflect the educational needs of today's adolescents. In order to inform and script these scenarios, a threestage study was implemented with middle schools. This paper describes how data collected in each stage informed the…
Descriptors: Bullying, Prevention, Computer Mediated Communication, School Counselors
Johnson, L.; Adams, S.; Cummins, M.; Estrada, V. – New Media Consortium, 2012
The "Technology Outlook for STEM+ Education 2012-2017" reflects a collaborative effort between the New Media Consortium (NMC), the Centro Superior para la Enseñanza Virtual (CSEV), Departamento de Ingeniería Eléctrica, Electrónica y de Control at the Universidad Nacional de Educación a Distancia (UNED), and the Institute of Electrical…
Descriptors: STEM Education, Educational Technology, Technology Uses in Education, Information Technology
Mariais, Christelle; Michau, Florence; Pernin, Jean-Philippe – Simulation & Gaming, 2012
To strengthen the motivation of learners, the professional training sector is focusing more and more on game-based learning. In this context, the authors have become interested in the design of Learning Role-Play Game (LRPG) scenarios. The aim of this article is to improve the designers' confidence in the validity of the game-based learning…
Descriptors: Professional Training, Educational Technology, Methods, Models
Essid, Joe; Wilde, Fran – EDUCAUSE Quarterly, 2011
Effective virtual simulations can embed participants in imaginary worlds. Researchers working in virtual worlds and gaming often refer to "immersion," a state in which a participant or player loses track of time and becomes one with the simulation. Immersive settings have been shown to deepen learning. Ken Hudson's work with students…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Role Playing
Thompson, Kate; Reimann, Peter – Computers & Education, 2010
A classification system that was developed for the use of agent-based models was applied to strategies used by school-aged students to interrogate an agent-based model and a system dynamics model. These were compared, and relationships between learning outcomes and the strategies used were also analysed. It was found that the classification system…
Descriptors: Prior Learning, Classification, Comparative Analysis, Models
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
Passig, David – Teachers College Record, 2011
Background: In recent years, due to deliberate educational policy in various places around the world, children with dyslexia study in regular classes with non-dyslexic classmates. They do not appear handicapped, because their disabilities do not stem from physical deformities, and therefore, it is not easy to identify them in a group where the…
Descriptors: Foreign Countries, Experimental Groups, Control Groups, Intervention
Bidarra, Jose; Martins, Olimpio – Journal of Research on Technology in Education, 2011
In this paper we present Geodromo, a prototype of an educational multimedia system, part of the Portuguese "Ciencia Viva" (Live Science) educational program, which is aimed at young people and designed with innovative characteristics. The project is based on a robotic multimedia simulator and an online puzzle game aimed at the…
Descriptors: Foreign Countries, Discovery Learning, Geology, Parks