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Md Masum Ikbal Patwary; Asher John; Soomin Park; Yu Zhao; Dong-Heon Kwak; Butje Eddy Patuwo – Journal of Information Systems Education, 2025
Gamification, using game elements in nongame contexts, is widely recognized for its efficacy in training individuals within organizational and academic environments. Specifically, it has gained significant attention in training to operate complex systems like enterprise resource planning (ERP). However, research has generally overlooked how…
Descriptors: Gamification, Cognitive Ability, Student Motivation, Training
Wenchao Ma; Miguel A. Sorrel; Xiaoming Zhai; Yuan Ge – Journal of Educational Measurement, 2024
Most existing diagnostic models are developed to detect whether students have mastered a set of skills of interest, but few have focused on identifying what scientific misconceptions students possess. This article developed a general dual-purpose model for simultaneously estimating students' overall ability and the presence and absence of…
Descriptors: Models, Misconceptions, Diagnostic Tests, Ability
Amanda Potter – ProQuest LLC, 2024
Situation awareness (SA) is linked with actionable decision-making and clinical judgment in nursing practice. The cognitive processes used in developing SA, outlined in Endsley's (1995) model, is the framework underpinning this study and are interwoven into the National Council of State Boards of Nursing Clinical Judgment Measurement Model…
Descriptors: Cognitive Processes, Thinking Skills, Nursing Education, Bachelors Degrees
Inga Laukaityte; Marie Wiberg – Practical Assessment, Research & Evaluation, 2024
The overall aim was to examine effects of differences in group ability and features of the anchor test form on equating bias and the standard error of equating (SEE) using both real and simulated data. Chained kernel equating, Postratification kernel equating, and Circle-arc equating were studied. A college admissions test with four different…
Descriptors: Ability Grouping, Test Items, College Entrance Examinations, High Stakes Tests
Victoria Olubola Adeyele – Education and Information Technologies, 2024
The study determined the relative effectiveness of simulation games, blended learning, and interactive multimedia in enhancing learning outcomes in Basic Science of pupils with varying abilities, with a view to providing information on the most effective strategy for instructing Basic Science among pupils with varying abilities. Children should be…
Descriptors: Educational Games, Simulation, Blended Learning, Multimedia Instruction
Krista M. Wilkinson; Savanna Brittlebank; Allison Barwise; Tara O'Neill Zimmerman; Janice Light – Augmentative and Alternative Communication, 2024
Eye tracking research technologies are often used to study how individuals attend visually to different types of AAC displays (e.g. visual scene displays, grid displays). The assumption is that efficiency of visual search may relate to efficiency of motor selection necessary for communication via aided AAC; however, this assumption has not…
Descriptors: Augmentative and Alternative Communication, Pattern Recognition, Visual Stimuli, Eye Movements