Publication Date
In 2025 | 1 |
Since 2024 | 2 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 3 |
Descriptor
Computer Simulation | 3 |
Participation | 3 |
Foreign Countries | 2 |
Academic Libraries | 1 |
Athletics | 1 |
Case Studies | 1 |
College Students | 1 |
Competition | 1 |
Corporations | 1 |
Educational Change | 1 |
Educational Methods | 1 |
More ▼ |
Author
Devin Cashman | 1 |
Kanjana Jansukpum | 1 |
Kannikar Intawong | 1 |
Kitti Puritat | 1 |
Pradorn Sureephong | 1 |
Suepphong Chernbumroong | 1 |
Tsuchiya, Shigehisa | 1 |
Publication Type
Journal Articles | 2 |
Dissertations/Theses -… | 1 |
Reports - Descriptive | 1 |
Reports - Research | 1 |
Tests/Questionnaires | 1 |
Education Level
Postsecondary Education | 3 |
Higher Education | 2 |
Adult Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Kanjana Jansukpum; Suepphong Chernbumroong; Kannikar Intawong; Pradorn Sureephong; Kitti Puritat – New Review of Academic Librarianship, 2025
The objective of the present study was to examine the effects of using gamification implemented in immersive virtual reality for the promotion of library services in the university library including knowledge acquisition, knowledge retention and user engagement. In terms of research procedure, we divided the participants into Gamified and…
Descriptors: Computer Simulation, Library Services, Gamification, Knowledge Level
Devin Cashman – ProQuest LLC, 2024
College recreation programs are an ideal way for students to participate in physical activity while on campus. These programs can offer a diverse range of opportunities for individuals to participate in various sport and fitness activities. By integrating virtual reality (VR) technology these programs expand their offerings and allow students to…
Descriptors: Technology Uses in Education, Computer Simulation, Participation, Student Participation
Tsuchiya, Shigehisa – Simulation & Gaming, 2011
The author's personal journey regarding simulation and gaming started about 25 years ago when he happened to realize how powerful computerized simulation could be for organizational change. The metaphors created by computerized simulation enabled him to transform a stagnant university into a high-performance organization. Through extensive…
Descriptors: Foreign Countries, Organizational Change, Organizational Development, Games