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1. Students' Experiences of Learning Manual Clinical Skills through Simulation (EJ996721)

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Author(s):

Johannesson, EvaSilen, CharlotteKvist, JoannaHult, Hakan

Source:

Advances in Health Sciences Education, v18 n1 p99-114 Mar 2013

Pub Date:

2013-03-00

Pub Type(s):

Journal Articles; Reports - Research

Peer Reviewed:

Yes

Descriptors:
Psychomotor SkillsSkill DevelopmentComputer SimulationClinical ExperienceNursing StudentsUndergraduate StudentsStudent ExperienceLearning ProcessesInterviewsContent AnalysisVideo TechnologyReflection

Abstract:
Learning manual skills is a fundamental part of health care education, and motor, sensory and cognitive learning processes are essential aspects of professional development. Simulator training has been shown to enhance factors that facilitate motor and cognitive learning. The present study aimed to investigate the students' experiences and thoughts about their learning through simulation skills t Note:The following two links are not-applicable for text-based browsers or screen-reading software. Show Full Abstract

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2. The Effect of Contextualized Conversational Feedback in a Complex Open-Ended Learning Environment (EJ996626)

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Author(s):

Segedy, James R.Kinnebrew, John S.Biswas, Gautam

Source:

Educational Technology Research and Development, v61 n1 p71-89 Feb 2013

Pub Date:

2013-02-00

Pub Type(s):

Journal Articles; Reports - Research

Peer Reviewed:

Yes

Descriptors:
Artificial IntelligenceComputer SimulationComputer Mediated CommunicationIntelligent Tutoring SystemsPretests PosttestsInstructional EffectivenessLearning ProcessesFeedback (Response)MetacognitionScience EducationScientific ConceptsConcept MappingMiddle School StudentsScaffolding (Teaching Technique)Grade 8Computer Assisted InstructionInstructional DesignComparative Analysis

Abstract:
Betty's Brain is an open-ended learning environment in which students learn about science topics by teaching a virtual agent named Betty through the construction of a visual causal map that represents the relevant science phenomena. The task is complex, and success requires the use of metacognitive strategies that support knowledge acquisition, causal map construction, and progress monitoring. Pr Note:The following two links are not-applicable for text-based browsers or screen-reading software. Show Full Abstract

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3. On the Bridge to Learn: Analysing the Social Organization of Nautical Instruction in a Ship Simulator (EJ996619)

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Author(s):

Hontvedt, MagnusArnseth, Hans Christian

Source:

International Journal of Computer-Supported Collaborative Learning, v8 n1 p89-112 Mar 2013

Pub Date:

2013-03-00

Pub Type(s):

Journal Articles; Reports - Research

Peer Reviewed:

Yes

Descriptors:
Marine EducationNavigationProfessional TrainingSocial EnvironmentInteractionTraining MethodsComputer SimulationSimulated EnvironmentRole PlayingQualitative ResearchComputer Assisted InstructionCooperative LearningInstructional EffectivenessLearning ActivitiesLearning Processes

Abstract:
Research on simulator training has rarely focused on the way simulated contexts are constructed collaboratively. This study sheds light on how structuring role-play and fostering social interactions may prove fruitful for designing simulator training. The article reports on a qualitative study of nautical students training in a ship simulator. The study examines how a group of students, together Note:The following two links are not-applicable for text-based browsers or screen-reading software. Show Full Abstract

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4. Engagement States and Learning from Educational Games (EJ996108)

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Author(s):

Deater-Deckard, KirbyChang, MidoEvans, Michael E.

Source:

New Directions for Child and Adolescent Development, n139 p21-30 Spr 2013

Pub Date:

2013-00-00

Pub Type(s):

Journal Articles; Reports - Descriptive

Peer Reviewed:

Yes

Descriptors:
Learner EngagementEducational GamesComputer SimulationChildrenAdolescentsAttentionMemoryPsychomotor SkillsPersistenceAffective BehaviorSocial CognitionSocial Development

Abstract:
Children's and adolescents' cognitive, affective, and behavioral states of engagement enhance or impede enjoyment of, and performance with, educational games. We propose a comprehensive model of engagement states and apply it to research on educational game development and research on the role of various aspects of engagement on game play and learning. Emphasis is placed on individual differences Note:The following two links are not-applicable for text-based browsers or screen-reading software. Show Full Abstract

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5. Spaces in between Us: A Qualitative Study into the Impact of Spatial Practice when Learning in "Second Life" (EJ995982)

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Author(s):

Savin-Baden, Maggi

Source:

London Review of Education, v11 n1 p59-75 2013

Pub Date:

2013-00-00

Pub Type(s):

Journal Articles; Reports - Research

Peer Reviewed:

Yes

Descriptors:
Program EffectivenessTeacher AttitudesCuesInformation TechnologySpace UtilizationQualitative ResearchHigher EducationPersonal NarrativesInquiryComputer SimulationVirtual ClassroomsTeaching MethodsGamesComputer Uses in EducationRole PlayingOwnershipForeign Countries

Abstract:
This paper will present a study that explored the perceived impact of spatial practice in "Second Life" (SL) on teaching and learning from the point of view of participants in higher education (lecturers, developers and researchers). Narrative inquiry was used to access stories and experiences of space and spatial practice from staff perspectives. The findings indicated that ownership, spatial vi Note:The following two links are not-applicable for text-based browsers or screen-reading software. Show Full Abstract

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6. Identifying the Priorities and Practices of Virtual School Educators Using Action Research (EJ994780)

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Author(s):

Dawson, KaraDana, Nancy FichtmanWolkenhauer, RachelKrell, Desi

Source:

American Journal of Distance Education, v27 n1 p29-39 2013

Pub Date:

2013-00-00

Pub Type(s):

Journal Articles; Reports - Research

Peer Reviewed:

Yes

Descriptors:
Action ResearchFaculty DevelopmentEducational PracticesComputer SimulationCurriculum DesignTrend AnalysisResearch NeedsDistance EducationOnline Courses

Abstract:
This study examined the nature of thirty virtual educators' action research questions during a yearlong action research professional development experience within a large, state-funded virtual school. Virtual educators included instructional personnel (i.e., individuals responsible for teaching virtual courses) and noninstructional personnel (i.e., individuals responsible for other roles in the v Note:The following two links are not-applicable for text-based browsers or screen-reading software. Show Full Abstract

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7. SpaceSafari (EJ991288)

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Author(s):

Scarlatos, Tony

Source:

Journal of Educational Technology Systems, v41 n1 p35-44 2012-2013

Pub Date:

2013-00-00

Pub Type(s):

Journal Articles; Reports - Descriptive

Peer Reviewed:

Yes

Descriptors:
Multimedia InstructionComputer SoftwareComputer SimulationEducational GamesComputer Assisted InstructionComputer System DesignProgram DescriptionsClass ActivitiesLearning ActivitiesTeaching MethodsAstronomyLesson PlansElementary School CurriculumState StandardsCore CurriculumInformal EducationScience InstructionOpen Source TechnologyElectronic LearningInstructional DesignSpace ExplorationSpace Sciences

Abstract:
Exploring the Solar System in the elementary school curriculum has traditionally involved activities, such as building scale models, to help students visualize the vastness of space and the relative size of the planets and their orbits. Today, numerous websites provide a wealth of information about the sun and the planets, combining text, photos, and graphics, and even interactive models. Some si Note:The following two links are not-applicable for text-based browsers or screen-reading software. Show Full Abstract

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8. Next Generation Online: Advancing Learning through Dynamic Design, Virtual and Web 2.0 Technologies, and Instructor "Attitude" (EJ991284)

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Author(s):

O'Connor, Eileen

Source:

Journal of Educational Technology Systems, v41 n1 p3-24 2012-2013

Pub Date:

2013-00-00

Pub Type(s):

Journal Articles; Reports - Descriptive

Peer Reviewed:

Yes

Descriptors:
Web 2.0 TechnologiesLearning ActivitiesInstructional DevelopmentInstructional InnovationEducational PhilosophyEducational PrinciplesTeacher AttitudesCollege FacultyComputer SimulationComputer Mediated CommunicationComputer Uses in EducationElectronic LearningInfluence of TechnologyTechnology IntegrationInternetInstructional Design

Abstract:
With the advent of web 2.0 and virtual technologies and new understandings about learning within a global, networked environment, online course design has moved beyond the constraints of text readings, papers, and discussion boards. This next generation of online courses needs to dynamically and actively integrate the wide-ranging distribution of content knowledge: network learners, in new ways, Note:The following two links are not-applicable for text-based browsers or screen-reading software. Show Full Abstract

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9. Games, Social Simulations, and Data--Integration for Policy Decisions: The "Sudan" Game (EJ996791)

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Author(s):

Landwehr, PeterSpraragen, MarcRanganathan, BalkiCarley, Kathleen M.Zyda, Michael

Source:

Simulation & Gaming, v44 n1 p151-177 Feb 2013

Pub Date:

2013-02-00

Pub Type(s):

Journal Articles; Reports - Descriptive

Peer Reviewed:

Yes

Descriptors:
Foreign CountriesComputer GamesPublic PolicyPolicy FormationComputer SimulationDataElectronic PublishingCollaborative WritingGroup ExperienceSimulated EnvironmentComputer NetworksSocial NetworksModelsIntervention

Abstract:
In this article, the authors discuss the development of the "Sudan Game," an interactive model of the country in the time period leading up to the Sudanese referendum on the secession of the South. While many simulations are designed to educate about their subjects, the "Sudan Game" is intended to be a prototype for policy making via gameplay. It is implemented within "Cosmopolis," a massively mu Note:The following two links are not-applicable for text-based browsers or screen-reading software. Show Full Abstract

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10. Leveraging Web-Based Environments for Mass Atrocity Prevention (EJ996787)

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Author(s):

Harding, Tucker B.Whitlock, Mark A.

Source:

Simulation & Gaming, v44 n1 p94-117 Feb 2013

Pub Date:

2013-02-00

Pub Type(s):

Journal Articles; Reports - Research

Peer Reviewed:

Yes

Descriptors:
PreventionProblem Based LearningTeaching MethodsConflictForeign CountriesInternetSocial TheoriesPerspective TakingEducational ExperienceEmotional ResponseViolenceEducational TheoriesComputer SimulationEducational TechnologyWeb Based InstructionCollege StudentsProfessional DevelopmentWorkshopsLearner EngagementHomicideRole Playing

Abstract:
A growing literature exploring large-scale, identity-based political violence, including mass killing and genocide, debates the plausibility of, and prospects for, early warning and prevention. An extension of the debate involves the prospects for creating educational experiences that result in more sophisticated analytical products that enhance preventive policy action. This article details an a Note:The following two links are not-applicable for text-based browsers or screen-reading software. Show Full Abstract

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