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Klopfer, Eric – MIT Press (BK), 2008
New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with scholars, teachers, and students alike. In "Augmented Learning", Eric Klopfer describes the largely untapped potential of mobile learning games--games played on such handheld devices as cell phones, Game…
Descriptors: Electronic Learning, Video Games, Educational Games, Lifelong Learning
Squire, Kurt D. – Performance Improvement Quarterly, 2008
Interactive digital media, or video games, are a powerful new medium. They offer immersive experiences in which players solve problems. Players learn more than just facts--ways of seeing and understanding problems so that they "become" different kinds of people. "Serious games" coming from business strategy, advergaming, and entertainment gaming…
Descriptors: Video Games, Models, Educational Change, Interactive Video

Brehmer, Berndt; Dorner, Dietrich – Computers in Human Behavior, 1993
Discusses experimental work with computer-simulated microworlds as a means for overcoming the tension between laboratory research and field research in psychology. Topics addressed include characteristics of microworlds; examples of microworlds; and three approaches to research with microworlds, including the individual differences approach, case…
Descriptors: Case Studies, Computer Simulation, Field Studies, Individual Differences

McMinn, Mark R. – Teaching of Psychology, 1988
Describes a case-study simulation program designed to assist instructors in teaching ethics in psychology. Concludes that the program is useful for teaching ethics as it reveals the difficulty of ethical decision-making and generates, through student work, discussions on the moral bases for different ethical decisions. (Author/GEA)
Descriptors: Case Studies, Codes of Ethics, College Instruction, Computer Assisted Instruction
Gathany, Nancy C.; Stehr-Green, Jeanette K. – Educational Technology, 1994
Describes the design of "Pharyngitis in Louisiana," a computer-based epidemiologic case study that was created to teach students how to conduct disease outbreak investigations. Topics discussed include realistic content portrayals; graphics; interactive teaching methods; interaction between the instructional designer and the medical…
Descriptors: Case Studies, Computer Assisted Instruction, Computer Graphics, Computer Simulation

Klabbers, Jan H. G. – Simulation and Games, 1985
Links forecasting and planning with policymaking in social and societal systems and presents a planning and forecasting methods taxonomy which combines with policymaking and interactive simulation as an inquiry method for planning. A case study of university manpower development illustrating interactive simulation/gaming and its potentials for…
Descriptors: Case Studies, Classification, Computer Simulation, Decision Making
Romiszowski, Alexander J. – Educational Technology, 1994
Discussion of electronic publishing focuses on the four main purposes of media in general: communication, entertainment, motivation, and education. Highlights include electronic journals and books; hypertext; user control; computer graphics and animation; electronic games; virtual reality; multimedia; electronic performance support;…
Descriptors: Case Studies, Communication (Thought Transfer), Computer Assisted Instruction, Computer Graphics
Bates, A. W. – 1986
Arguing that television has a very important role to play in distance education courses, this paper outlines some of the unique roles that television can play and gives examples of how television can provide learning material not otherwise available to distance learners and help in the development of thinking and learning. Examples of how…
Descriptors: Audiovisual Aids, Cable Television, Case Studies, Cognitive Processes
Turvey, Keith – Computers and Education, 2006
Despite recent British government moves to equip all Primary Schools with fast broadband connections to the Internet, it would seem that many schools as yet make little use of the increased capacity this affords other than to incorporate more and more rich multimedia in the form of interactive games or animated presentations to illustrate…
Descriptors: Foreign Countries, Creativity, Internet, Cooperative Learning
Treiber, Karin – 1994
A qualitative case study approach was used to identify the psychosocial effects of the high-fidelity, virtual reality simulation provided in the college-level air traffic control (ATC) training program offered at the Minnesota Air Traffic Control Training Center and to evaluate the applicability of virtual reality to academic/training situations.…
Descriptors: Air Traffic Control, Case Studies, College Programs, Computer Assisted Instruction