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        <title>MERLOT Search - category=274820&amp;sort.property=dateCreated</title>
        <link>http://www.merlot.org:80/merlot/</link>
        <description>A search of MERLOT materials</description>
        <copyright>Copyright 1997-2013 MERLOT. All rights reserved.</copyright>
        <pubDate>Wed, 19 Jun 2013 04:08:41 PDT</pubDate>
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            <title>MERLOT Search - category=274820&amp;sort.property=dateCreated</title>
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            <title>Student as Avatar: A Study of Informational Preferences in a Virtual World Class</title>
            <link>http://www.merlot.org/merlot/viewMaterial.htm?id=764908</link>
            <description>Abstract: There is a growing interest among educators in exploring multi-user virtual environments (MUVEs) such as Second Life as platforms for distance learning and other applications. Yet, the notion that virtual worlds also provide an opportunity for writing instructors to teach about multimodal texts and new media literacies is an area that has received less attention. This study examined the informational preferences of avatars (students) who were members of a class that met online in the virtual world of Second Life. Specifically, the purpose was to assess avatars&#8217; informational preferences from among three different media: print articles, machinima, and direct exploration within Second Life while enrolled in a course studying virtual worlds. It was found that avatars expressed a greater preference for information gathered from machinima and information gathered firsthand from Second Life than print-based information. However, over time, they expressed a greater preference for information drawn directly from Second Life. Their subsequent discussions about the information varied in specificity, depending on the medium they were referencing. Vol. 8, No. 2, June 2012, pp. 111-121HTML / PDF</description>
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            <title>Mass Effect: A Chemical Engineering Application of  Virtual Reality Simulator Technology</title>
            <link>http://www.merlot.org/merlot/viewMaterial.htm?id=762301</link>
            <description>Abstract: Advanced three-dimensional (3D) virtual reality (VR) technology similar to that used by the film and computer game industries can allow educational developers to rapidly create realistic online virtual environments. This technology has been used to generate a range of online VR-based learning environments across a broad spectrum of industries and educational application areas. This idea is not new; flight simulators have been used for decades to train pilots for both commercial and military aviation. There are a number of lessons that can be learned from the industries that have successfully utilized virtual training and learning systems. Generic rules of thumb regarding the specification, development, application, and operation of these learning environments can be garnered from these industrial training systems and examined in an educational context. In this paper, an online VR-based system developed by the author, ViRILE (Virtual Reality Interactive Learning Environment), is introduced. This software is designed for use by undergraduate chemical engineers and simulates the configuration and operation of a polymerization plant. During the implementation of this and other visual learning environments, a number of complex operational problems were encountered that have required a number of innovative solutions and management procedures to be developed. The implementation of this and other similar systems is also discussed in this paper, and the lessons learned are extrapolated into general pedagogical guidelines to be considered for the development of VR-based online educational learning resources.Vol. 8, No 1, March 2012, pp. 63-78HTML / PDF</description>
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            <title>Enhancing the Acquistion of Research Skills in Online Doctoral  Programs: The Ewing Model&#169;</title>
            <link>http://www.merlot.org/merlot/viewMaterial.htm?id=761953</link>
            <description>Abstract: Failure to complete a dissertation or other required research project is a major factor contributing to doctoral program attrition. The challenges of planning and carrying out a research project are daunting for many traditional students and may be increased for students in part-time, predominantly online doctoral programs. This paper describes the Ewing Model&#169; developed and implemented in the Doctor of Health Sciences program at A.T. Still University. The Model is characterized by a highly structured, sequential curriculum; intense facilitation and dialogue; collaborative learning within a cohort model; and performance-based assessment of core research competencies. The Ewing Model benefits students and the University by ensuring that students gain important research competencies and by contributing to high program completion and low attrition rates. Challenges of implementing the Model include addressing students&apos; inexperience with research and scholarly writing, adhering to research ethics, assisting students with defining a manageable project, and navigating a three-person internal/external committee. Preliminary results of the Model have been positive, with a current graduation rate of 73% and positive student feedback regarding the structure and design of the Model.Vol. 8, No 1, March 2012, pp. 34-44HTML / PDF</description>
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            <title>Games and the Curriculum: Towards a New Educational Model Webinar</title>
            <link>http://www.merlot.org/merlot/viewMaterial.htm?id=740661</link>
            <description>The recording of this event can be found http://youtu.be/xOlQuvH4kys and also a recording of the webinar (this is the video of the event and the online chat during the symposium) can be found here https://acpro1.excelsior.edu/p38mcjgb2zy/ .Friday, May 17, 2013 from 10:00 a.m. to 12:00 noon, eastern timeRegister at www.ecgaming.eventbrite.comPre-Webinar discussion in LinkedIn at http://bit.ly/ECgamingModerated by Clark Aldrich, the esteemed group of panelists will address the role of games in education: Can what we learn from games improve student persistence, retention, and success? How can games and gamification help transform curriculum and lead to greater student engagement and better learning outcomes?Panelists:Lee Sheldon, Rensselaer Polytechnic Institute, Associate Professor  &amp;amp; Co-Director, Games and Simulation Arts and Science Program, http://www.cm.rpi.edu/pl/people-590/lee-sheldonDr. Joey Lee, Columbia University Teacher?s College, Assistant Professor of Communication- Computing- Technology in Education, http://www.gameprof.com/Clark Aldrich, Clark Aldrich Designs LLC, Founder and Managing Partner, Author, http://www.clarkaldrichdesigns.com/Dr. Jon Aleckson, Web Courseworks Ltd, Chief Executive Officer, http://jonaleckson.com/Dr. Tobi Saulnier, 1st Playable LLC, Founder and Chief Executive Officer, http://www.1stplayable.com/team.aspDr. Ben DeVane, University of Florida, Assistant Professor of Digital Arts and Sciences and Academic Affairs Coordinator at the Digital Worlds Institute, http://www.bendevane.com/home/</description>
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            <title>Caso pr&#225;ctico evaluaci&#243;n del desempe&#241;o</title>
            <link>http://www.merlot.org/merlot/viewMaterial.htm?id=707027</link>
            <description>Caso de evaluacion de desem&#233;&#241;o:Esta entrada es obra de Angel Zurita y de una de sus alumnas, Laura Arana. En la Junta de una Comunidad Aut&#243;noma, el Director General plantea, a instancias de trabajadores y representaci&#243;n sindical, la necesidad de implantar un sistema de evaluaci&#243;n del desempe&#241;o conforme precept&#250;a el EBEP. Al no existir ejemplos en otras Administraciones, el Director General se encuentra ante una serie de inc&#243;gnitas y decide recabar el apoyo de personal experto. Tiene serias dudas sobre si el sistema ha de estar vinculado a las funciones de los puestos y si, por tanto, tendr&#237;a que llevar a cabo un an&#225;lisis y una descripci&#243;n de los mismos que actualmente no existen.</description>
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            <title>Leap Motion Device</title>
            <link>http://www.merlot.org/merlot/viewMaterial.htm?id=666523</link>
            <description>Totally Awesome! Leap Motion is an emerging technology device, replacing your keyboard and mouse with an interactive Wii-like device, that will use and interpret your natural hand movements instantly with extreme accuracy. Watch their demo at www.leapmotion.com and see for yourself. At an pre-order introductory price of $70.00 it&apos;s very affordable for most students and educators..</description>
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            <title>Educational Networking</title>
            <link>http://www.merlot.org/merlot/viewMaterial.htm?id=656400</link>
            <description>Worldwide Educational Network Directory: A listing of social networks used in educational environments or for educational purposes: Teacher networks; Classroom Networks; Art Networks; Professional Development Conference Networks; English as a Foreign Language Networks; English as Second Language Networks; English (Pre-and In-Service) Networks; Rusian Education Networks; French as a Foreign Language Networks; Learning Languages and Other Languages Networks; Educational Leadership Networks; Science Education Networks; Special Education Networks, and other networks.  </description>
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            <title>edX</title>
            <link>http://www.merlot.org/merlot/viewMaterial.htm?id=655135</link>
            <description>edX is a joint partnership between Massachusetts Institute of Technology (M.I.T.) and Harvard University to begin providing global, free-open-source, online learning content and courses offerred at M.I.T. and Harvard, Course content will include &quot;self-paced learning, online discussion groups, wiki-based collaborative learning, assessment of learning as a student progresses through a course, and online laboratories.&quot; Certificates of course completion will be offered to those students that succeed in completing all course work. Data collected from online learning courses will be studied to help make improvements to the Online Learning and Teaching platform. Their first course: M.I.T&apos;s &quot;Introduction to Circuits and Electronics&quot; began earlier this year with more courses to follow.</description>
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            <title>Lumbar Puncture Demonstration Part 1 by Dr Sanjoy Sanyal</title>
            <link>http://www.merlot.org/merlot/viewMaterial.htm?id=634806</link>
            <description>This video was created in Medical  University of the Americas in May 2011 by Med 3 Neuroscience students of Summer 2011 batch. It has been in circulation among the students since then. They find it very helpful to learn the material after they have watched the video lecture. That is why it has been rendered online.It demonstrates the technique of Lumbar Puncture (Spinal Tap) on a mannikin with running commentary by Dr Sanjoy Sanyal, Professor of Neurosciences in Medical University of the Americas. </description>
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            <title>Lumbar Puncture Demonstration Part 2 by Dr Sanjoy Sanyal</title>
            <link>http://www.merlot.org/merlot/viewMaterial.htm?id=634855</link>
            <description> This video was created in Medical University of the Americas in May 2011 by Med 3 Neuroscience students of Summer 2011 batch. It has been in circulation among the students since then. They find it very helpful to learn the material after they have watched the video lecture. That is why it has been rendered online.   It demonstrates the technique of Lumbar Puncture (Spinal Tap) on a mannikin with running commentary by Dr Sanjoy Sanyal, Professor of Neurosciences in Medical University of the Americas.  </description>
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