Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 1 |
Since 2006 (last 20 years) | 2 |
Descriptor
Case Studies | 2 |
Computer Simulation | 2 |
Educational Games | 2 |
Foreign Countries | 2 |
Usability | 2 |
Accessibility (for Disabled) | 1 |
Adolescents | 1 |
Adult Students | 1 |
Animation | 1 |
Art Education | 1 |
Assignments | 1 |
More ▼ |
Source
IGI Global | 2 |
Publication Type
Books | 2 |
Collected Works - General | 2 |
Education Level
Higher Education | 2 |
Postsecondary Education | 2 |
Adult Education | 1 |
Elementary Education | 1 |
Elementary Secondary Education | 1 |
Grade 4 | 1 |
Grade 7 | 1 |
Middle Schools | 1 |
Secondary Education | 1 |
Audience
Teachers | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Mendoza-Gonzalez, Ricardo, Ed. – IGI Global, 2016
In today's society, educational opportunities have evolved beyond the traditional classroom setting. Most universities have implemented virtual learning environments in an effort to provide more opportunities for potential or current students seeking alternative and more affordable learning solutions. "User-Centered Design Strategies for…
Descriptors: Online Courses, Curriculum Design, Virtual Classrooms, Best Practices
Baek, Youngkyun; Whitton, Nicola – IGI Global, 2013
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on…
Descriptors: Foreign Countries, Educational Technology, Student Attitudes, Second Language Learning