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Idle Computing Resources as Micro-Currencies -Bartering CPU Time for Online Content
WebNet World Conference on the WWW and Internet (WEBNET) 1999:1 , 1999
In this paper we present a brokerage system for using idle computing resources as a micro-currency for Web services hardly quantifyable with real currencies as downloading stock charts or accessing a search engine. The Locust (LOw cost Computing...
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Using Second Life in an English course: Designing class activities to address learning objectives
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2007:1 , Jun 25, 2007
Interest in the instructional application of virtual worlds, such as Second Life, has grown significantly. However, little information is available about effective instructional activities using virtual worlds. This case study illustrates lessons...
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Cognitive, Social and Teaching Presence in a Virtual World and a Text Chat
Computers & Education (CE) 55:3 , November 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...
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Virtual World Teaching, Experiential Learning, and Assessment: An Interdisciplinary Communication Course in Second Life
Computers & Education (CE) 53:1 , August 2009
While many reports espouse the potential impact that 3-D virtual worlds are expected to have on teaching and learning in higher education in a few years, there are few empirical studies that inform instructional design and learning assessment in...
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Graphic Organizers or Graphic Overviews? Presentation Order Effects with Computer-Based Text
Educational Technology Research and Development (ETRD) 60:5 , October 2012
It has long been assumed that graphic organizers (GOs) should be presented to students following text as an organizer, rather than preceding text as an overview. Robinson et al. ("Educational Technology Research & Development," 51(4), 25-41, 2003)...
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Teaching with Virtual Worlds: Factors to Consider for Instructional Use of Second Life
Journal of Educational Computing Research (JECR) 43:4 , 2010
Substantial evidence now supports pedagogical applications of virtual worlds; however, most research supporting virtual worlds for education has been conducted using researcher-developed Multi-User Virtual Environments (MUVE). Second Life (SL) is a...
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Understanding Project-Based Learning in Second Life with a Pedagogy, Training, and Assessment Trio
Educational Media International (EMI) 45:3 , September 2008
This paper presents an empirical study of how Second Life (SL) was utilized for a highly successful project-based graduate interdisciplinary communication course. Researchers found that an integrated threefold approach emphasizing project-based...
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Effective Live Online Faculty Development Workshops: One Model
Educause Quarterly (EQ) 29:4 , 2006
This article describes live, online faculty development workshops that show faculty how to use software packages (to date, GAP and Maple) in teaching college-level mathematics. The authors' primary goal in this article is to encourage others in any...
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Exploring the Feasibility of Dual-Credit Mathematics Courses in High School via a Web-Enhanced, Blended Model
Journal of General Education (JGE) 60:1 , 2011
The "WVEB" Mathematics Project is a collaborative program offering college-level courses to high school students. Results of a matched-pair study comparing on- and off-campus students in algebra indicate that both sections show a significant gain in ...
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Varying Tutorial Modality and Interface Restriction to Maximize Transfer in a Complex Simulation Environment
Journal of Educational Psychology (JEP) 103:2 , May 2011
In 2 experiments, 241 undergraduates with low domain knowledge viewed a tutorial on how to use Packet Tracer (PT), a computer-networking training simulation developed by the Cisco Networking Academy. Participants were then tested on retention of...
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When Feedback Harms and Collaboration Helps in Computer Simulation Environments: An Expertise Reversal Effect
Journal of Educational Psychology (JEP) 103:4 , November 2011
We investigated the effects of feedback and collaboration on undergraduates' transfer performance when using a computer networking training simulation. In Experiment 1, 65 computer science "novices" worked through an instructional protocol...
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