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Factors Affecting Entrepreneurial Motivation of Agricultural Students at Razi University

by Nematollah Shiri , Amirhossein Alibaygi , Mojgan Faghiri
"... T he main purpose of this study was to investigate factors affecting entrepreneurial motivations of agricultural students at Razi University. Statistical population of this study consisted of all agricultural undergraduate students (senior) (N=186), that 164 of them were selected as research sample ..."
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T he main purpose of this study was to investigate factors affecting entrepreneurial motivations of agricultural students at Razi University. Statistical population of this study consisted of all agricultural undergraduate students (senior) (N=186), that 164 of them were selected as research

Individual Factors Affecting Farmers' Motivation to Participate in Date Growers' Organizations in Khuzestan

by E Alimirzaei , E Alimirzaei , A Asady , 2011
"... Abstract: Khuzestan Province has a great share in Iran's date production in which many rural households are directly dependent to dates production. However, small holding system has led to a lot of challenges faced by small scale farmers whereas much potential of date production and marketing ..."
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the individual factors affecting farmers' motivation to participate in date growers' organizations. The population of the research consisted of 584 members of five present date growers' organizations. By the use of Cochran Formula, 120 farmers were randomly selected as research sample. Data were

� Asia-Pacific Society for Computers in Education COMPARING LEARNERS ’ AFFECT WHILE USING AN INTELLIGENT TUTOR AND AN EDUCATIONAL GAME

by Ma. Mercedes, T. Rodrigo, Ryan S. J. D. Baker
"... We compare the affect associated with students learning from an intelligent tutoring system, Aplusix, and a game, Math Blaster 9-12, covering very similar mathematical content. Quantitative field observations of student affect were conducted in classrooms in private schools in the Philippines. Stude ..."
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is that games ’ motivational benefits are not solely in terms of moment-tomoment affective experience. At the same time, the differential affective benefits of the two genres of educational software suggest that some blend of the two types of learning environments may be more engaging than any existing

Investigation into the Effects of Scientific Software on Learning

by Patricia Cretchley, Chris Harman, Nerida Ellerton, Gerard Fogarty
"... This paper describes an investigation into the effects on attitudes and on learning of introducing scientific software into the learning experience of a large and diverse first year lU1iversity mathematics class. Instruments were designed to capture students ' reactions over the semester to a s ..."
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factors. The fil1dil1gs confirm the affective potential for this kil1d of technology. Implications for mathematics curriculum development are explored. Many educators believe that the effective use of technology has the potential to motivate and enliven the learning of mathematics, and that graduates

Investigation of Effective Factors on Achievement Motivation of Students of the Islamic Azad University,

by Lamerd Branch In, D. R Seyed, Ahmad Hashemi, Shabnam Almasiyan
"... This present research investigates affective factors on achievement motivation of students of the Islamic Azad University, Lamerd Branch. The factors of Economic, Cultural-Social, Educational, Longitudinal and personality are investigated. This research is survey-descriptive. Statistical society in ..."
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This present research investigates affective factors on achievement motivation of students of the Islamic Azad University, Lamerd Branch. The factors of Economic, Cultural-Social, Educational, Longitudinal and personality are investigated. This research is survey-descriptive. Statistical society

The representation of virtual reality in education

by Alessandro Antonietti, Ernesto Imperio, Marco Sacco - Education and Information Technologies , 2000
"... Students ’ opinions about the opportunities and the implications of VR in instruction were investigated by administering a questionnaire to humanities and engineering undergraduates. The questionnaire invited partici-pants to rate a series of statements concerning motivation and emotion, skills, cog ..."
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, cognitive styles, benefits and learning outcomes associated with the use of VR in education. The representation which emerged was internally consistent and articulated into specific dimensions. It was not affected by gender, by the previous use of VR software, or by the knowledge of the main topics

A Qualitative Analysis of Faculty Motivation to Participate in Otolaryngology Simulation Boot Camps

by Ellen S. Deutsch, Md Alberto Orioles, Md Kathryn Kreicher, Ba Kelly, M. Malloy, David L. Rodgers
"... Objectives/Hypothesis: To characterize factors that motivate faculty to participate in Simulation-Based Boot Camps (SBBC); to assess whether prior exposure to Simulation-Based Medical Education (SBME) or duration (years) of faculty prac-tice affects this motivation. Study Design: Qualitative content ..."
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Objectives/Hypothesis: To characterize factors that motivate faculty to participate in Simulation-Based Boot Camps (SBBC); to assess whether prior exposure to Simulation-Based Medical Education (SBME) or duration (years) of faculty prac-tice affects this motivation. Study Design: Qualitative

No magic bullet: 3D video games in education

by Jason Elliott, Lori Adams, Amy Bruckman , 2002
"... Abstract: AquaMOOSE 3D is a graphical environment designed to support the exploration of 3D mathematical concepts. One of the underlying motivations for the AquaMOOSE project is to leverage the entertainment value of video games to provide a learning environment that engages students in more meaning ..."
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Abstract: AquaMOOSE 3D is a graphical environment designed to support the exploration of 3D mathematical concepts. One of the underlying motivations for the AquaMOOSE project is to leverage the entertainment value of video games to provide a learning environment that engages students in more

Supporting Presentation Techniques based on Virtual Humans in Educational Virtual Worlds

by Luca Chittaro, Lucio Ieronutti, Sara Rigutti - In Proc. The 2005 International Conference on Cyberworlds, CW. IEEE Computer Society , 2005
"... Educational Virtual Worlds (EVWs) allow one to circumvent physical, safety, and cost constraints that often affect real-world training and learning scenarios. Virtual humans can improve the effectiveness of an EVW e.g., by explaining and demonstrating to the user procedural tasks and communicating w ..."
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Educational Virtual Worlds (EVWs) allow one to circumvent physical, safety, and cost constraints that often affect real-world training and learning scenarios. Virtual humans can improve the effectiveness of an EVW e.g., by explaining and demonstrating to the user procedural tasks and communicating

Personalised e-learning through an Educational Virtual Reality Game using Web Services

by George Katsionis, Maria Virvou
"... Abstract. This paper describes how a personalised educational game architecture has been used in conjunction with Web services to provide remote access to the system. The educational game is a Virtual Reality adventure game that performs affective user modelling by measuring emotional characteristic ..."
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characteristics of users. Virtual Reality (VR) games are so popular among children and adolescents that can be used for the purposes of educational software to render it more attractive and motivating. The benefits of such an application can be maximised if it is available over the Web. Software applications
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