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Kelley, Kristi; Liles, Anne Marie – TechTrends: Linking Research and Practice to Improve Learning, 2018
Providing patient education for a group is an essential practice for all healthcare providers that has been recognized by the World Health Organization (WHO) and the Centers for Disease Control and Prevention (CDC), specifically in relation to patients with chronic diseases. This practice requires skills such as adapting communication to meet the…
Descriptors: Patient Education, Communication Strategies, Knowledge Level, Pharmacy
Barnett, Joshua H.; Archambault, Leanna – TechTrends: Linking Research and Practice to Improve Learning, 2010
Games have always been a part of the human experience. Even the earliest of civilizations created games for enjoyment and entertainment. However, the educational value of those games is a relatively recent consideration. Over the previous fifty years, scholars have questioned the potential positive lessons learned from games such as Monopoly[R],…
Descriptors: Economics, Theories, Instructional Effectiveness, Computer Simulation
An, Yun-Jo; Bonk, Curtis J. – TechTrends: Linking Research and Practice to Improve Learning, 2009
With the emergence of the Web 2.0 and other technologies for learning, there are a variety of special places that did not exist previously in which to pursue learning. Not just a few dozen more but millions more. Many of these are not the physical learning spaces one might envision but entirely virtual or digital ones. As an example, the area of…
Descriptors: Instructional Design, Educational Technology, Internet, Educational Environment
Atkinson, Tom – TechTrends: Linking Research and Practice to Improve Learning, 2009
Using open-ended virtual spaces can be challenging and time consuming for teachers. Fortunately, there are many resources in-world and on the web with general guidelines and specific tools to help teachers be more productive. Most of the groups that host these resources recruit professional members with experience in simulation and game-based…
Descriptors: Constructivism (Learning), Computer Mediated Communication, Schools, Social Environment
Atkinson, Tom – TechTrends: Linking Research and Practice to Improve Learning, 2008
Second Life[TM], or simply SL, was developed at Linden Lab, a San Francisco-based corporation defined by its creators as "an online society within a 3-D virtual world entirely built and owned by its residents, where they can explore, build, socialize and participate in their own economy." With over 14 million residents in the SL virtual community,…
Descriptors: Social Behavior, Social Networks, Technological Advancement, Higher Education
Atkinson, Tom – TechTrends: Linking Research and Practice to Improve Learning, 2008
In this article, the author provides an overview of Second Life[trademark], or simply SL, which was developed at Linden Lab, a San Francisco-based corporation. SL is an online society within a threee-dimensional virtual world entirely built and owned by its residents, where they can explore, build, socialize and participate in their own economy.…
Descriptors: Computer Simulation, Computer Assisted Design, Economic Development, Economic Opportunities
Charsky, Dennis; Kish, Mary L.; Briskin, Jessica; Hathaway, Sarah; Walsh, Kira; Barajas, Nicolas – TechTrends: Linking Research and Practice to Improve Learning, 2009
Human Communication in Organizations (HCO) is an introductory college course at Ithaca College, typically taken in the freshman year, in which students from a wide variety of majors examine the basic concepts, issues, and uses of organizational communication including communication theory, superior-subordinate and peer relationships, leadership,…
Descriptors: Organizational Communication, Group Dynamics, Internet, Technology Education