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Adrian Urbano; Michael Mortimer; Ben Horan; Hans Stefan; Kaja Antlej – Journal of Workplace Learning, 2024
Purpose: The ability to measure cognitive load in the workplace provides several opportunities to improve workplace learning. In recent years, virtual reality (VR) has seen an increase in use for training and learning applications due to improvements in technology and reduced costs. This study aims to focus on the use of simulation task load index…
Descriptors: Cognitive Processes, Difficulty Level, Computer Simulation, Evaluation Methods
Rahimi, Somaye; Khorasani, Abasalt; Rezaeizadeh, Morteza; Waterworth, John – European Journal of Training and Development, 2022
Purpose: Given the growing popularity of virtual human resources development (VHRD) in organizations and among human resource development (HRD) professionals, it is highly essential to deeply examine the nature and scope of the affective dimensions of the VHRD approach. Over the past decade, VHRD has become an important part of the HRD process.…
Descriptors: Research Reports, Human Resources, Labor Force Development, Computer Simulation
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
Fakih, Maria – Research in Post-Compulsory Education, 2023
The global pandemic has changed the mode of delivering lessons. Adult learners have missed and continue to miss the hands-on learning activity, which is a form of experiential learning. When it comes to teaching three-dimensional, geometric shapes (3D), learners often benefit from handling and manipulating concrete shapes. This study examined the…
Descriptors: Computer Simulation, Mathematics Instruction, Telecommunications, Handheld Devices
Eslahchi, Morteza – Journal of Workplace Learning, 2023
Purpose: This paper aims to examine how a social entrepreneurial organisation in Sweden collectively learned to adapt itself to the COVID-19 pandemic. Design/methodology/approach: Using an abductive approach, this study conducted single case fieldwork on a social entrepreneurial organisation called SFE. The following research questions were asked:…
Descriptors: COVID-19, Case Studies, Foreign Countries, Entrepreneurship
Hilton, Dale; Levine, Arielle; Zanetis, Janet – Journal of Museum Education, 2019
Little research is available concerning the use of technology to connect non-mobile senior adults with museums. This paper explores the viability of Interactive Virtual Learning (IVL) programs to gauge the interests, preferences, and needs of the older adults. The authors drew from personal experiences presenting such programs to seniors and held…
Descriptors: Older Adults, Adult Education, Museums, Computer Simulation
Ilgaz, Hale – Malaysian Online Journal of Educational Technology, 2019
Distance education provides individuals with extensive learning opportunities. Learners of all ages enjoy the opportunity to become well-equipped individuals as many educational institutions offer flexible and blended programs that can aid in personal and professional development. The current study focuses on adult learners and aims to determine…
Descriptors: Blended Learning, Distance Education, Professional Development, Adult Education
Leaver, Betty Lou; Campbell, Christine – L2 Journal, 2023
Language-related Study Abroad (SA) experiences can be catalysts for learner transformation in the areas of cognition, socialization, and/or affect by virtue of the location and experience. An Open Architecture Curriculum Design (OACD) framework can support, promote, and enhance such transformation, as evidenced in eight programs for young adults,…
Descriptors: Study Abroad, Transformative Learning, Socialization, Curriculum Design
Ju, Boreum – European Journal of Training and Development, 2019
Purpose: The purpose of this study was to explore the foundational theories in human resource development (HRD) by reviewing the literature from an HRD perspective. The following research questions guide the study: What are the core theories related to adult and professional education, organizational development and strategic HRD? What are the…
Descriptors: Human Resources, Labor Force Development, Adult Education, Professional Education
Gessner, Ingrid – Studies in the Education of Adults, 2016
The incorporation of cultural productions and virtual experiences in museum spaces adds to the objects' significance and also turns them into important contributions to adult education. Yet, how far do they trouble, decolonise, revisualise, tell alternative stories, interrogate intolerance and privilege or stimulate critical literacies? This…
Descriptors: Computer Simulation, Museums, Teaching Methods, Japanese Americans
Harmon, Stephen W. – Educational Technology, 2011
This article examines the affordances of virtual worlds for initiating a transformative learning experience for adults. In particular, it addresses the capacity of virtual worlds to allow creation of an alternate self which requires some level of personal self-reflection; provide atypical experiences that can initiate reflection; allow experience…
Descriptors: Transformative Learning, Learning Experience, Adult Education, Adult Students
Cleland, Deborah; Dray, Anne; Perez, Pascal; Cruz-Trinidad, Annabelle; Geronimo, Rollan – Simulation & Gaming, 2012
REEFGAME is a computer-assisted role-playing game that explores the interactions among management strategies, livelihood options, and ecological degradation in subsistence fishing communities. The tool has been successfully used in the Philippines and a variety of student workshops. In the field, REEFGAME operated as a two-way learning tool,…
Descriptors: Foreign Countries, Marine Biology, Marine Education, Sustainable Development
Mechling, Linda C.; Ortega-Hurndon, Fanny – Education and Training in Developmental Disabilities, 2007
This study evaluated the effectiveness of computer-based video instruction (CBVI) to teach three young adults with moderate intellectual disabilities to perform complex, multiple step, job tasks in a generalized setting. A multiple probe design across three job tasks and replicated across three students was used to evaluate the effectiveness of…
Descriptors: Computer Assisted Instruction, Job Skills, Program Effectiveness, Young Adults
Powell, William – T+D, 2002
A new generation of e-learning companies is bringing the qualities of live role play to computer simulation. Successful simulations require authentic and relevant scenarios, situations that tap emotions and force actions, unrestricted options, and replayability. (JOW)
Descriptors: Adult Education, Computer Simulation, Distance Education, Training
Fritz, Mark – Training, 1991
Virtual Reality (VR) is a computer-created sensory experience that so completely immerses participants that they barely can distinguish this "virtual" experience from a real one. VR promises trainers the ultimate method of simulation. (Author)
Descriptors: Adult Education, Computer Simulation, Sensory Experience, Technological Advancement
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