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Evgenia Anagnostopoulou – Adults Learning Mathematics, 2024
Taking advantage of our digital era commodities, a plethora of game-based learning activities and educational game genres have been introduced into numerous academic disciplines. However, research has shown that regarding mathematics the variety seems limited; especially for higher level topics, e.g. calculus, there is a lack of immersive games…
Descriptors: Educational Games, Video Games, Game Based Learning, Role Playing
Kelly, Bridget; Walters, Joanne; Unicomb, Rachael – Teaching and Learning in Communication Sciences & Disorders, 2023
Evidence supports the use of simulation in educating speech pathology (SP) students, however most of the research has centered on low fidelity techniques as opposed to high fidelity and immersive technologies like virtual reality (VR). Whilst there has been research on the use of VR to teach clinical skills to students in other health disciplines…
Descriptors: Speech Language Pathology, Allied Health Occupations Education, Student Attitudes, Computer Simulation
Kostas Zervas; Ioannis Kostopoulos – International Journal on E-Learning, 2023
Business simulation games (BSG) have become a very popular pedagogical tool in university courses and programmes all around the world. Their immense popularity has been a subject of research and academic discourse, especially the past couple of decades when many experts have called for more student-centric and reality based pedagogical approaches.…
Descriptors: Computer Simulation, Game Based Learning, Educational Technology, Athletics
Kohnle, Antje; Ainsworth, Shaaron E.; Passante, Gina – Physical Review Physics Education Research, 2020
[This paper is part of the Focused Collection on Curriculum Development: Theory into Design.] This manuscript discusses how learning theories have been applied to shape multiple aspects of the design of curricular activities combining interactive computer simulations and University of Washington style tutorials (so-called simulation-tutorials).…
Descriptors: Freehand Drawing, Visual Learning, Computer Simulation, Tutoring
Loon, Mark; Bell, Robin – Journal of Further and Higher Education, 2018
An important challenge in higher education today is the growing tutor-student ratio that diminishes the 'human touch'. As learning and teaching ultimately form an interpersonal process, this will lead to student discontent and impact on their learning. Whilst there is little that teaching practitioners can do in terms of the growing student…
Descriptors: Foreign Countries, Undergraduate Students, Business Administration Education, Business Schools
Radcliff, Phil – Action Learning: Research and Practice, 2017
This account of practice encompasses a pilot virtual action learning programme with a small group of learners. This was an 18-month extension to the one-week Leadership Open Programme that the participants had previously completed at the Business School. It includes insights from an evaluation study completed in early 2016. It considers in…
Descriptors: Capacity Building, Pilot Projects, Leadership Training, Experiential Learning
Paul, Parneet – Education Sciences, 2015
This project work addresses the crucial need to encourage undergraduate civil and environmental engineering students to gain employment skills and training right from the start of their studies so that their overall employability increases; their confidence level in networking with industry and within the workplace increases; and so that they are…
Descriptors: Undergraduate Students, Engineering, Job Skills, Employment Qualifications
Williams, Dina – Industry and Higher Education, 2015
The purpose of this study was to bridge a gap in our understanding of the role business simulation games can play in the development of entrepreneurial capabilities in undergraduate students. While entrepreneurship education has come a long way from being a branch of business and management studies, to its current status as a core discipline in…
Descriptors: Computer Games, Educational Games, Computer Simulation, Entrepreneurship
Lally, Victor; Sclater, Madeleine – British Journal of Guidance & Counselling, 2013
Careers work in the twenty-first century faces a key challenge in terms of digital technologies: to evaluate their potential for careers work in challenging settings. Given the rapidity of developments, technologies require evaluation in research innovations and naturalistic settings. Virtual worlds offer potential for careers and guidance work,…
Descriptors: Developmental Tasks, Career Guidance, Design, Career Counseling
Wolf, Katharina; Archer, Catherine – Issues in Educational Research, 2013
Over the past decade, industry relevance and connectedness have evolved into a key requirement for students and their parents, who increasingly perceive employability upon graduation as a critical factor in the degree selection process. Simultaneously, professional bodies emphasise the need for high levels of industry engagement as a condition for…
Descriptors: Learning Experience, Cultural Awareness, Communication Skills, Skill Development
Litherland, Kate; Stott, Tim A. – Technology, Pedagogy and Education, 2012
The authors investigate the potential of semantic web technologies to enhance "Virtual Fieldwork" resources and learning activities in the Geosciences. They consider the difficulties inherent in the concept of Virtual Fieldwork and how these might be reconciled with the desire to provide students with "authentic" tools for…
Descriptors: Foreign Countries, Educational Technology, Semantics, Science Instruction
Wootton, Danielle; Stone, Barras Kenneth – Journal of European Industrial Training, 2010
Purpose: The purpose of this paper is to explore how professional skills training in making ethical decisions for redundancy selection, can be utilised though interactive role play, in a virtual learning environment. Design/methodology/approach: A pilot study was undertaken with a group of part time mature students pursuing a professional…
Descriptors: Foreign Countries, Interviews, Legal Education (Professions), Focus Groups