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  • ...knowledge is created and not simply absorbed based on information given by the instructor. Kahn [http://www.eric.ed.gov/ERICWebPortal/custom/portlets/rec ==Collaborative learning in the classroom and Wikis==
    15 KB (2,038 words) - 15:59, 20 February 2010
  • ...rules for the design of web-based media that include basic guidelines for the design of layouts and [[Interaction design, user experience and usability | ...es and models]]. They can stand alone as general rules or be the basis for the development of [[Design methodology | design methodologies]]
    4 KB (612 words) - 15:51, 20 October 2016
  • ...4). Developing a platform for a culture of honest inquiry and the academic construction of knowledge in first-year students. International Journal for Educational ...aviour was among their peers. The purpose of the final section was to find the most likely causes of academic cheating.
    4 KB (615 words) - 19:21, 13 May 2016
  • === Stop, continue, skip to next record, exit the loop === break The break statement causes an immediate exit from within a while or for loop.
    5 KB (839 words) - 19:24, 22 August 2016
  • ...t of so-called cues that can be used by a player to overlay information on the video (e.g. texts or graphics) and for navigation. ...implement various subsets of either WebVTT or competing standards such as the simple SRT format.
    13 KB (1,887 words) - 09:25, 28 March 2018
  • ...d intuitive set of activities supported with specific tools and scaffolds. The input and output of a ...ogical scenario|learning scenario]] is defined by a collection of LASs and the various learning paths between them.
    4 KB (550 words) - 10:22, 17 July 2009
  • ...ctions of meaning may initially bear little relationship to reality (as in the naive theories of children), but will become increasing more complex, diffe .../ physics education research group] at University of Massachussets defines the premisses of constructivism as epistemology as follows:
    16 KB (2,094 words) - 12:08, 15 June 2017
  • The term E-tivity was coined by [http://ifets.ieee.org/periodical/vol_4_2002/mu ...rticipants cooperate in order to get used to computers and, in particular, the Internet. They follow a basic structure:
    5 KB (753 words) - 21:02, 24 December 2010
  • See also the [[writing-to-learn]] and [[writing tool]] topics. ...ociated technology, to concerns about how people utilize that information, the barriers and challenges they face in accessing and interacting with informa
    12 KB (1,685 words) - 18:48, 12 March 2012
  • * The '''science writing heuristic''' (SWH) is a [[writing-to-learn]] model for l * "The science writing heuristic (SWH) is a tool to guide both teachers and studen
    5 KB (625 words) - 15:31, 9 July 2009
  • ...to which the user feels convinced of the mutual effect that he or she and the environment have on one another}} ...Manninen (2001) has focused on how the players' teams interact and whether the current video games enable collaborative interactions.}} (Nova, 2002)
    12 KB (1,716 words) - 17:57, 23 September 2015
  • '''Mixed Reality''' is the merging of real world and virtual worlds to produce a new environment where ...a form of mixed reality systems. A typical example of the latter would be the "Tinker Table" (Zufferey et al.)
    4 KB (504 words) - 15:35, 25 October 2009
  • ...02) and Curtis (2002), the main characteristics of ubiquitous learning are the following: ...never lose their work unless it is purposefully deleted. In addition, all the learning processes are recorded continuously everyday.
    5 KB (664 words) - 14:32, 29 March 2012
  • ...[[Educational technology]], collaborative learning is strongly related to the field of [[computer-supported collaborative learning]]. ...easley, S. D., & Roschelle, J. (1993). Constructing a joint problem space: The computer as a tool for sharing knowledge. In S. P. Lajoie (Ed.), Computers
    9 KB (1,256 words) - 08:07, 23 February 2022
  • * ABAHCOCOSUCOL get's the prize for the longest acronym and has been invented by Michele Notari. == The model ==
    6 KB (900 words) - 12:33, 1 May 2013
  • ...ls, materials, practices, and products at the intersection of the arts and the STEM disciplines could revolutionize computing education as well as have ri ...nce and technology did in the last century. We need to add Art + Design to the equation — to transform STEM into STEAM.}}
    5 KB (704 words) - 17:03, 25 May 2018
  • This wiki explores the relationship between [http://www.apa.org/ed/governance/bea/learner-centered ...[http://definegreat.ning.com/profile/BarbaraLMcCombs McCombs,] 2005, p.5). The 14 principles are grouped into four domains or dimensions as follows;
    15 KB (2,079 words) - 03:16, 7 February 2010
  • * Identity {{quotation | represents the process by which the person seeks to integrate his (sic) various statuses and roles, as well as Participation constitutes identity construction, it will include dimensions of mutual engagement, a joint enterprise and a
    12 KB (1,673 words) - 11:03, 14 May 2019
  • {{under construction}} ...s (HUDs) or at least information panel that always will be oriented toward the user.
    6 KB (947 words) - 20:18, 6 October 2010
  • ...o other AW citizens. These resemble SMSs which appear in a special area of the screen every time one logs on to AW. * There are servers operated by Active Worlds, but you also can acquire the server technology and run your own.
    5 KB (747 words) - 16:32, 7 May 2019
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