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Gumonan, Kenn Migan Vincent C.; Fabregas, Aleta C. – Online Submission, 2021
Purpose: The study aims to develop an application that will serve as an alternative learning tool for learning Asian Studies. The delivery of lessons into a virtual reality game depends on the pace of students. The developed application comprises several more features that enable users to get valuable information from an immersive environment.…
Descriptors: Asian Studies, Teaching Methods, Computer Simulation, Computer Games
Hoyles, Celia – Research in Mathematics Education, 2018
This article argues that mathematical knowledge, and its related pedagogy, is inextricably linked to the tools in which the knowledge is expressed. The focus is on digital tools and the different roles they play in shaping mathematical meanings and in transforming the mathematical practices of learners and teachers. Six categories of digital…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Change, Educational Technology
Leung, Steve; Virwaney, Sandeep; Lin, Fuhua; Armstrong, AJ; Dubbelboer, Adien – International Journal of Distance Education Technologies, 2013
Building pedagogical applications in virtual worlds is a multi-disciplinary endeavor that involves learning theories, application development framework, and mediated communication theories. This paper presents a project that integrates game-based learning, multi-agent system architecture (MAS), and the theory of Transformed Social Interaction…
Descriptors: Educational Games, Interaction, Computer Simulation, Teaching Methods
Weinstein, Margery – Training, 2011
A changing mindset combined with changing technology is driving the use of games and simulations. People are becoming more open to using games and simulations for learning, and, at the same time, the technologies are making the development of games and simulations easier and faster than a mere five years ago. Together, the changing mindset and the…
Descriptors: Electronic Learning, Case Studies, Computer Interfaces, Computer Graphics
Musa, Sajid; Ziatdinov, Rushan; Sozcu, Omer Faruk; Griffiths, Carol – European Journal of Contemporary Education, 2015
Computer animation in the past decade has become one of the most noticeable features of technology-based learning environments. By its definition, it refers to simulated motion pictures showing movement of drawn objects, and is often defined as the art in movement. Its educational application known as educational computer animation is considered…
Descriptors: Animation, Personality Traits, Computer Graphics, Interdisciplinary Approach
Luealamai, Sutha; Panijpan, Bhinyo – Simulation & Gaming, 2012
The authors have developed a computer-based learning module on the unit cell of various types of crystal. The module has two components: the virtual unit cell (VUC) part and the subsequent unit cell hunter part. The VUC is a virtual reality simulation for students to actively arrive at the unit cell from exploring, from a broad view, the crystal…
Descriptors: Foreign Countries, Learning Modules, Science Instruction, Pilot Projects
Swacha, Jakub; Skrzyszewski, Adam; Syslo, Wojciech A. – Informatics in Education, 2010
There are multiple reasons that justify teaching computer game design. Its multi-aspectual nature creates opportunity to develop, at the same time, creativity, technical skills and ability to work in team. Thinking of game design classes, one needs direction on what to focus on so that the students could benefit the most. In this paper, we present…
Descriptors: Computer Games, Design, Surveys, Attitude Measures
Skurzynski, Gloria – School Library Journal, 1993
Discusses children's ability to distinguish fantasy from reality in video games and suggests that there is potential for creative innovative software and graphics. Virtual reality is described and compared to books, and learning about all new electronic genres in addition to the best existing ones is advocated. (EAM)
Descriptors: Adolescents, Books, Children, Comparative Analysis

Weinman, Janice; Haag, Pamela – Educational Leadership, 1999
A 1998 American Association of University Women report describes a deepening technological divide between girls and boys. Boys are attracted to graphic arts and design; girls typically enroll in clerical and data-entry courses--the 1990s version of typing. Educators must help girls become "power users" and designers. (14 references) (MLH)
Descriptors: Clerical Occupations, Computer Assisted Design, Computer Games, Computer Graphics
Prayaga, Lakshmi; Rasmussen, Karen L. – Journal of Educational Technology, 2008
Computer games are no longer just for entertainment; they have also become a useful instructional strategy for acquiring knowledge. When games are used for purposes other than strict entertainment they become serious games. The goal of serious games is to enable the player to learn a task, master a strategy or develop a skill. Serious games can be…
Descriptors: Computer Games, Educational Games, Instructional Design, Teaching Methods
Schaefermeyer, Shanna – Educational Technology, 1990
Identifies desirable features that should be included in software for effective instructional computing use. Highlights include design of learning activities; curriculum role; modes of instruction, including drill and practice, tutorials, games, simulation, and problem solving; branching; menu driven programs; screen displays; graphics; teacher…
Descriptors: Branching, Computer Assisted Instruction, Computer Games, Computer Graphics

Berson, Michael J. – Journal of Research on Computing in Education, 1996
Examines the literature on the effectiveness of computers in social studies instruction and learning. Topics include drill and practice, tutorials, study guides, games and simulations, inquiry and problem solving, graphics, and word processing and writing. Contains 58 references. (LRW)
Descriptors: Computer Assisted Instruction, Computer Games, Computer Graphics, Computer Simulation

Birk, James P., Ed. – Journal of Chemical Education, 1989
Describes two computer programs for chemistry: (1) "A Microcomputer Simulation of Fractal Electrodeposition" (provides for the study of fractal aggregrates, BASIC 4.0); and (2) "Counters on Grids" (a game to illustrate the distribution of energy). Notes the programs are available from the authors. (MVL)
Descriptors: Chemical Equilibrium, Chemistry, College Science, Computer Games
Walter, Virginia A. – Book Links, 1997
Provides an annotated bibliography of CD-ROMs for children ages 3 and up providing practice and entertainment in drawing, painting, art history, puppetry, children's literature, reading, listening, writing, theater, music, and games and suggests related books, Internet resources, and activities in puppetry, theater, and storytelling. (PEN)
Descriptors: Annotated Bibliographies, Art History, Books, Childrens Literature