Search results for "Instructional simulation"

showing 10 items of 16 documents

Teachers' instructional scaffolding in an innovative information and communication technology-based history learning environment

2002

Abstract The nature of the role assumed by the teacher is crucial in the promotion of successful learning and collaboration in Information and Communication Technologybased (ICT-based) environments. The aim of this study was to examine how teachers with different conceptions of their teacher roles use different types of instructional scaffolding while working in an innovative learning environment. Our further aim was finding out how instructional scaffolding is related to learning activities of different kinds. The study was carried out at two secondary schools with a shared network-based learning environment. The results showed that teachers with different conceptions of the teacher's role…

Blended learningInstructional scaffoldingLearning environmentPedagogyActive learningComputingMilieux_COMPUTERSANDEDUCATIONEducational technologyPsychologyExperiential learningLearning sciencesInstructional simulationEducationTeacher Development
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A COLLABORATIVE VIRTUAL REALITY ENVIRONMENT FOR NEUROSURGICAL PLANNING AND TRAINING

2007

OBJECTIVE We have developed a highly interactive virtual environment that enables collaborative examination of stereoscopic three-dimensional (3-D) medical imaging data for planning, discussing, or teaching neurosurgical approaches and strategies. MATERIALS AND METHODS The system consists of an interactive console with which the user manipulates 3-D data using hand-held and tracked devices within a 3-D virtual workspace and a stereoscopic projection system. The projection system displays the 3-D data on a large screen while the user is working with it. This setup allows users to interact intuitively with complex 3-D data while sharing this information with a larger audience. RESULTS We have…

Brain Diseasesbusiness.industryEducational TechnologyNeurosurgeryComputer-Assisted InstructionStereoscopyPlan (drawing)Virtual realitycomputer.software_genrelaw.inventionImaging Three-DimensionallawHuman–computer interactionVirtual machineMedical imagingHumansMedicineComputer SimulationSurgeryNeurology (clinical)businessProjection (set theory)computerComputer-Assisted InstructionInstructional simulationOperative Neurosurgery
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Student-generated instructional videos facilitate learning through positive emotions

2016

The central focus of this study is a learning method in which university students produce instructional videos about the content matter as part of their learning process, combined with other learning assignments. The rationale for this is to promote a more multimodal pedagogy, and to provide students opportunities for a more learner-centred, motivating, active, engaging and productive role in their learning process. As such we designed a ‘video course’ where the students needed to produce an instructional video which could be used for university teaching. In addition to producing the video, the students needed to write a literature review of the topic of the video and a learning journal. At…

Cooperative learninglearner-generated instructional videoliterature reviewTeaching methodcomputer.software_genreExperiential learningEducationComputingMilieux_COMPUTERSANDEDUCATIONMathematics education0501 psychology and cognitive sciencesta516multimodal pedagogyMultimedia05 social sciencesacademic emotionsEducational technology050301 educationlearning journalLearning sciencesSynchronous learningActive learningGeneral Agricultural and Biological SciencesPsychology0503 educationcomputer050104 developmental & child psychologyInstructional simulationJournal of Biological Education
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Ant Colony Models for a Virtual Educational Environment Based on a Multi-Agent System

2008

We have designed a virtual learning environment where students interact through their computers and with the software agents in order to achieve a common educational goal. The Multi-Agent System (MAS) consisting of autonomous, cognitive and social agents communicating by messages is used to provide a group decision support system for the learning environment. Learning objects are distributed in a network and have different weights in function of their relevance to a specific educational goal. The relevance of a learning object can change in time; it is affected by students', agents' and teachers' evaluation. We have used an ant colony behavior model for the agents that play the role of a tu…

Decision support systemKnowledge managementComputer sciencebusiness.industryMulti-agent systemLearning environmentLearning objectComputingMethodologies_ARTIFICIALINTELLIGENCERobot learningSoftware agentHuman–computer interactionComputingMilieux_COMPUTERSANDEDUCATIONVirtual learning environmentbusinessInstructional simulation
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VirDe: A new virtual reality design approach

2008

Virtual reality (VR), even if it does not represent any more a novel technology, is one of the most powerful tool to help designers during the development of new projects. This is proved by very numerous research activities related to this field. In this research, we have studied a new way to approach the development of a product. We present the ongoing development of a system, called VirDe, acronym of virtual design, which can allow the designers to perform the whole design process, from the modelling phase to the finite element method (FEM) simulation analysis, in a virtual reality environment. This new method allows remarkable time and money saving in the overall product design process, …

EngineeringEngineering drawingProduct designbusiness.industryVirtual realitycomputer.software_genreVirtual reality - Simulation - 3D input device - CAD modelling - FEM analysesIndustrial and Manufacturing EngineeringVirtual machineIndustrial designModeling and SimulationNew product developmentDesign processbusinessSoftware engineeringEngineering design processSettore ING-IND/15 - Disegno E Metodi Dell'Ingegneria IndustrialecomputerInstructional simulation
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Engaging learners through virtual worlds

2010

Abstract The aim of this paper is to explore how virtual worlds could support the engagement for learning. This paper reviews the results of studies that utilized virtual worlds to engage learners. The results are examined in two levels, namely learning gains and design principles. It has been found out that deeper learner engagement results in higher learning gains. In some studies better content retention is also noted. Many studies also suggest design principles for using virtual worlds for facilitating engaged learning. This paper builds a framework for the design and use of virtual worlds in education for better learner engagement.

EngineeringLearner engagementMultimediabusiness.industrydesignmulti-user virtual environmentsEducational technologylearning gainsDesign elements and principleseducational technologyEngaged learningMetaversecomputer.software_genrevirtual worldsContent retentionLearner engagementGeneral Materials SciencebusinesscomputerInstructional simulationProcedia - Social and Behavioral Sciences
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Intelligent Collaborative Platform for Testing a Product by Virtual Prototyping

2013

This paper presents an integrated platform, based on collaborative environment, which can improve the design and prototyping activities. Collaborative activities in supporting product development and design during all product life-cycle, needs a Digital Factory framework. Demonstration of prototyping in real-time where are available changes in geometry, constraints, or other parameters can be based on virtual and augmented platforms. The mechanical and non-mechanical design needs, or any other virtual experiment can be experimented in virtual laboratory where researchers located in different geographical zones, can work on the improvement of product, by sharing resources and research result…

Engineeringbusiness.industryHuman–computer interactionNew product developmentGeneral EngineeringKey (cryptography)Virtual LaboratoryStrategic managementProduct (category theory)businessInstructional simulationShared resourceVirtual prototypingAdvanced Materials Research
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Experiences and motivations of the young for participation in virtual worlds

2010

Abstract The aim of this paper is to analyze the motivations and experiences of children to utilize virtual worlds. The paper identifies the activities that children perform in virtual worlds, features they use as well as the reasons for abandoning these virtual worlds. The paper presents results of a qualitative field study. The results indicate that features that are liked in the virtual worlds are similar to games. The main reasons to abandon virtual worlds were increased needs for social networking and better gaming experiences. Students showed interest in using games and virtual worlds at schools, but were generally rather skeptic about this possibility.

Engineeringcomputer-assisted learningmotivationbusiness.industryHuman–computer interactionField (Bourdieu)user experiencemulti-user virtual environmentsGeneral Materials ScienceVirtual worldsMetaversebusinessInstructional simulationProcedia - Social and Behavioral Sciences
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Toward Successfully Integrating Mini Learning Games into Social Virtual Reality Environments : Recommendations for Improving Open and Distance Learni…

2017

Social virtual reality environments, also known as 3D virtual immersive environments, are threedimensional computer-generated virtual spaces that are increasingly used in attendance-based and distance education. Thanks to their unique characteristics that separate them from two-dimensional virtual learning environments, social virtual reality environments can enhance distance education efficacy when used in combination with applying instructional methodologies such as situated learning, experiential learning and game-based learning. The authors of this paper describe the design and findings of a research study on game-based learning in social virtual immersive environments. The research met…

Engineeringserious gamesMultimediabusiness.industryDistance educationEducational technologyVirtual realityvirtual immersive environmentscomputer.software_genreverkko-oppiminengame-based learningpelillistäminenhyötypelitgamificationOpen and Distance Learning (ODL)businesscomputere-learningInstructional simulationvirtuaalimaailma
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A Participant Experience Method for Illustrating Individuals’ Experiences in the Course of an Evolving Virtual Learning Community

2003

Early definitions of virtual learning communities often abstracted participants from their offline environments. However, often students’ virtual and physical environments are not essentially separated. Likewise, scholars should become more sensitive to and aware of their research principles and practices guiding studies in virtual settings and especially, in the intersections of on- and offline contexts. The participant experience method discussed in this paper, grants access also to the events outside the virtual learning context connecting various social settings and simultaneous events. However, the use of participant experience methods requires critical reflection during its various ph…

Knowledge managementProcess (engineering)Computer sciencebusiness.industryField (Bourdieu)Context (language use)computer.software_genreVirtual machineMathematics educationVirtual learning environmentNarrativebusinesscomputerVirtual communityInstructional simulation
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