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Lukosch, Heide; Kurapati, Shalini; Groen, Daan; Verbraeck, Alexander – Electronic Journal of e-Learning, 2017
Games have been successfully used in educational settings for many years. Still, it is not known in detail which factors influence the use and effectiveness of educational games. The game environment, its technology, and other game mechanics are factors directly linked to the game itself. The player's experience with the subject of the game and/or…
Descriptors: Gender Differences, Cultural Differences, Cultural Background, Educational Games
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Canto, Silvia; Jauregi Ondarra, Kristi – Language Learning in Higher Education, 2017
This article attempts to shed some light on the possible learning benefits for language acquisition and intercultural development of authentic social interaction with expert peers through computer mediated communication (CMC) tools. The environments used in this study are video communication and the 3D virtual world "Second Life." For…
Descriptors: Second Language Learning, Second Language Instruction, Qualitative Research, Control Groups
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Jauregi, Kristi; Kuure, Leena; Bastian, Pim; Reinhardt, Dennis; Koivisto, Tuomo – Research-publishing.net, 2015
Within the European TILA project a case study was carried out where pupils from schools in Finland and the Netherlands engaged in debating sessions using the 3D virtual world of OpenSim once a week for a period of 5 weeks. The case study had two main objectives: (1) to study the impact that the discussion tasks undertaken in a virtual environment…
Descriptors: Case Studies, Foreign Countries, Debate, Computer Simulation
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Dankbaar, Mary E. W.; Alsma, Jelmer; Jansen, Els E. H.; van Merrienboer, Jeroen J. G.; van Saase, Jan L. C. M.; Schuit, Stephanie C. E. – Advances in Health Sciences Education, 2016
Simulation games are becoming increasingly popular in education, but more insight in their critical design features is needed. This study investigated the effects of fidelity of open patient cases in adjunct to an instructional e-module on students' cognitive skills and motivation. We set up a three-group randomized post-test-only design: a…
Descriptors: Experimental Groups, Thinking Skills, Computer Games, Motivation
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van Schaik, Martijn; van Oers, Bert; Terwel, Jan – Journal of Vocational Education and Training, 2010
This paper addresses the composite question of whether it is better in vocational education to allow students to design their own models and guide them while doing so, or to provide them with ready-made models. To answer this question we set up a design experiment in which students were asked to work on real-life assignments, guided by teachers in…
Descriptors: Foreign Countries, Vocational Education, Workplace Learning, Simulation
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Klop, Tanja; Severiens, Sabine E.; Knippels, Marie-Christine P. J.; van Mil, Marc H. W.; Ten Dam, Geert T. M. – International Journal of Science Education, 2010
This article evaluated the impact of a four-lesson science module on the attitudes of secondary school students. This science module (on cancer and modern biotechnology) utilises several design principles, related to a social constructivist perspective on learning. The expectation was that the module would help students become more articulate in…
Descriptors: Constructivism (Learning), Control Groups, Quasiexperimental Design, Student Attitudes