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Melissa Smith

Simulations - 72 views

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    Online Interactive Simulations for teaching - examples: masses and springs, estimation, force of gravity
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    Online Interactive Simulations for teaching - examples: masses and springs, estimation, force of gravity
Cathy Oxley

Roller Coaster Simulation |Funderstanding - 0 views

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    "This simulator is designed for people who want to design their own thrilling coaster and educators who want to use a cool activity to simulate the application of physics by using an exciting interactive tool and access to a wonderful reference source."
Jim Farmer

PhET: Free online physics, chemistry, biology, earth science and math simulations - 4 views

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    Fun, interactive, research-based simulations of physical phenomena from the Physics Education Technology project at the University of Colorado.
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    "Fun, interactive, research-based simulations of physical phenomena from the PhET project at the University of Colorado."
Nico Rutten

Educational Simulations - 38 views

Hello everyone, A month ago I started my PhD research on the use of computer simulations in Physics education. From my literature review so far I created a mindmap: http://bit.ly/edusims. I'm c...

educational physics computer simulation

started by Nico Rutten on 17 Sep 09 no follow-up yet
Jim Farmer

Argument Wars | iCivics - 21 views

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    Online court simulation using real Supreme Court cases. Geared towards middle school social studies. Students hone their debate skills in an excellent simulation based game.
Darcy Goshorn

Online Psychology Experiments and Simulations - 0 views

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    Great collection of online psychology experiments and simulation activities.
Judy Robison

High School - PhET Simulations - 17 views

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    Interactive simulations for Physics
Martin Burrett

Gravity Simulator - 0 views

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    Let your children explore the properties of gravity with this great gravity simulator. http://ictmagic.wikispaces.com/Science
Martin Burrett

NASA - Station Spacewalk - 0 views

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    A breathtaking online space resource. Users explore the International Space Station from the outside in a realistic 3D space walk simulator. http://ictmagic.wikispaces.com/Science
Melissa Seifman

Virtual Business. Virtual History. Simulations for Education - Home - Knowledge Matters - 0 views

shared by Melissa Seifman on 12 Sep 08 - Cached
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    Engage your students with a totally visual computer simulation that lets them learn and practice all the key personal financial skills they'll need to succeed in life. Virtual Business - Personal Finance will present your students with challenges around bank accounts, credit and debit cards, bills, credit scores, taxes, insurance, investing, and more.
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    Also includes virtual business, sports, marketing and other..
Maggie Verster

Using Games and Simulations in the Classroom - 0 views

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    A new, free white paper-"Best Practices for Using Games & Simulations in the Classroom"-that tackles the practical challenges teachers face when they use video games was released this past February by the Software & Information Industry Association's Education Division. In this article, Lee Wilson, the author of the paper and the co-chair of the working group that produced it, summarizes, excerpts from, and describes the main points of the report.
Dennis OConnor

Educational Simulations-Interactive Life Simulation Software - 1 views

  • Real Lives is a unique, interactive life sim that enables you to live one of billions of lives in any country in the world. Through statistically accurate events, Real Lives brings to life different cultures, political systems, economic opportunities, personal decisions, health issues, family issues, schooling, jobs, religions, geography, war, peace, and more!
anonymous

Critical Issue: Using Technology to Improve Student Achievement - 0 views

shared by anonymous on 23 Feb 10 - Cached
  • Technologies available in classrooms today range from simple tool-based applications (such as word processors) to online repositories of scientific data and primary historical documents, to handheld computers, closed-circuit television channels, and two-way distance learning classrooms. Even the cell phones that many students now carry with them can be used to learn (Prensky, 2005).
  • Bruce and Levin (1997), for example, look at ways in which the tools, techniques, and applications of technology can support integrated, inquiry-based learning to "engage children in exploring, thinking, reading, writing, researching, inventing, problem-solving, and experiencing the world." They developed the idea of technology as media with four different focuses: media for inquiry (such as data modeling, spreadsheets, access to online databases, access to online observatories and microscopes, and hypertext), media for communication (such as word processing, e-mail, synchronous conferencing, graphics software, simulations, and tutorials), media for construction (such as robotics, computer-aided design, and control systems), and media for expression (such as interactive video, animation software, and music composition). In a review of existing evidence of technology's impact on learning, Marshall (2002) found strong evidence that educational technology "complements what a great teacher does naturally," extending their reach and broadening their students' experience beyond the classroom. "With ever-expanding content and technology choices, from video to multimedia to the Internet," Marshall suggests "there's an unprecedented need to understand the recipe for success, which involves the learner, the teacher, the content, and the environment in which technology is used."
  • In examining large-scale state and national studies, as well as some innovative smaller studies on newer educational technologies, Schacter (1999) found that students with access to any of a number of technologies (such as computer assisted instruction, integrated learning systems, simulations and software that teaches higher order thinking, collaborative networked technologies, or design and programming technologies) show positive gains in achievement on researcher constructed tests, standardized tests, and national tests.
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  • Boster, Meyer, Roberto, & Inge (2002) examined the integration of standards-based video clips into lessons developed by classroom teachers and found increases student achievement. The study of more than 1,400 elementary and middle school students in three Virginia school districts showed an average increase in learning for students exposed to the video clip application compared to students who received traditional instruction alone.
  • Wenglinsky (1998) noted that for fourth- and eighth-graders technology has "positive benefits" on achievement as measured in NAEP's mathematics test. Interestingly, Wenglinsky found that using computers to teach low order thinking skills, such as drill and practice, had a negative impact on academic achievement, while using computers to solve simulations saw their students' math scores increase significantly. Hiebert (1999) raised a similar point. When students over-practice procedures before they understand them, they have more difficulty making sense of them later; however, they can learn new concepts and skills while they are solving problems. In a study that examined relationship between computer use and students' science achievement based on data from a standardized assessment, Papanastasiou, Zemblyas, & Vrasidas (2003) found it is not the computer use itself that has a positive or negative effect on achievement of students, but the way in which computers are used.
  • Another factor influencing the impact of technology on student achievement is that changes in classroom technologies correlate to changes in other educational factors as well. Originally the determination of student achievement was based on traditional methods of social scientific investigation: it asked whether there was a specific, causal relationship between one thing—technology—and another—student achievement. Because schools are complex social environments, however, it is impossible to change just one thing at a time (Glennan & Melmed, 1996; Hawkins, Panush, & Spielvogel, 1996; Newman, 1990). If a new technology is introduced into a classroom, other things also change. For example, teachers' perceptions of their students' capabilities can shift dramatically when technology is integrated into the classroom (Honey, Chang, Light, Moeller, in press). Also, teachers frequently find themselves acting more as coaches and less as lecturers (Henriquez & Riconscente, 1998). Another example is that use of technology tends to foster collaboration among students, which in turn may have a positive effect on student achievement (Tinzmann, 1998). Because the technology becomes part of a complex network of changes, its impact cannot be reduced to a simple cause-and-effect model that would provide a definitive answer to how it has improved student achievement.
  • When new technologies are adopted, learning how to use the technology may take precedence over learning through the technology. "The technology learning curve tends to eclipse content learning temporarily; both kids and teachers seem to orient to technology until they become comfortable," note Goldman, Cole, and Syer (1999). Effective content integration takes time, and new technologies may have glitches. As a result, "teachers' first technology projects generate excitement but often little content learning. Often it takes a few years until teachers can use technology effectively in core subject areas" (Goldman, Cole, & Syer, 1999). Educators may find impediments to evaluating the impact of technology. Such impediments include lack of measures to assess higher-order thinking skills, difficulty in separating technology from the entire instructional process, and the outdating of technologies used by the school. To address these impediments, educators may need to develop new strategies for student assessment, ensure that all aspects of the instructional process—including technology, instructional design, content, teaching strategies, and classroom environment—are conducive to student learning, and conduct ongoing evaluation studies to determine the effectiveness of learning with technology (Kosakowski, 1998).
Kathy Cannon

Inkling lets textbook makers embrace the iPad - 17 views

  • readers by making it possible to hop around a book, to hand out individual chapters as assignments, and to take notes in highlighter yellow right on the text. The notes are sharable among a social network of students and instructor.
  • A caption, simultaneously spoken by a voiceover (They call this karaoke mode. It turns out to help memory better than either text or speech by itself) instructs me to tap the cells nucleus three times to simulate its breakdown.
  • learning modules built with Inkling will be priced individually on iTunes,
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  • Pricing hasn’t been determined yet, but it’s likely to be a few dollars per unit — much cheaper than current textbooks.
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    A caption, simultaneously spoken by a voiceover (They call this karaoke mode. It turns out to help memory better than either text or speech by itself) instructs me to tap the cells nucleus three times to simulate its breakdown.
Martin Burrett

Dice Simulator - 0 views

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    A simple virtual dice simulator. Roll up to six 6-sided dice at once. http://ictmagic.wikispaces.com/Maths
Kathleen N

KU Matrix Learning Games Initiative - 28 views

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    The MATRIX Project (http://matrixlearning.org) provides resources to improve middle school reading and mathematics achievement through the development of interactive educational games that use PDAs, iPods and video cameras, along with web-based resources including Quantum Simulations' online Artificial Intelligence Assessors and Tutors.
Maggie Verster

Algodoo : 2D-simulation 2 explain our real world using physics - 33 views

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    Algodoo is a 2D-simulation environment for creating interactive scenes in a playful, cartoony manner, making use of the physics that we use to explain our real world. Algodoo is designed to encourage young people's own creativity, ability and motivation to construct knowledge. The synergy of science and art makes Algodoo as educational as it is entertaining. Algodoo applies a constructionistic learning paradigm - learning by designing, constructing and exploring physical systems.
Martin Burrett

Air Pressure Simulation - 0 views

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    A simple but useful simulation of how air pressure in effected by space and temperature. http://ictmagic.wikispaces.com/Science
Melissa Enderle

SLR Camera Simulator | Simulates a digital SLR camera - 0 views

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    Practice the various camera settings to get different photo effects. Great practice.
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