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Jason K. McDonald; Jonathan Balzotti; Melissa Franklin; Jessica Haws; Jamin Rowan – International Journal of Designs for Learning, 2023
In this design case, we report our design and playtest of a form of alternative reality, educational simulation that we call a playable case study (PCS). One of the features that make our simulations unique is how they are designed to implement a principle called This Is Not a Game, or TINAG, meaning that the affordances we design into the…
Descriptors: Computer Simulation, Program Design, Program Development, Barriers
Oussema Dhieb; Adonis Durado – International Journal of Technology in Education and Science, 2024
This work provides an overview of the use of Virtual Reality (VR) technology in the context of training through the documentation of a project produced by Ohio University's Game Research and Immersive Design (GRID) Lab involving the development of a cine-VR series for police officer training in areas such as suicide prevention, mental health,…
Descriptors: Computer Simulation, Training Methods, Technology Uses in Education, Peace
Bergeron, Susan J.; Green, Ronald S. – Geography Teacher, 2021
During the 2018-2019 academic year, the authors had the opportunity to begin work on a unique multi-year virtual heritage "Virtual Shikoku Pilgrimage" (VSP) project. The main goal of this project is to design and develop an immersive virtual landscape exploration platform that uses 3-D digital technologies, including the Unity video game…
Descriptors: Foreign Countries, Computer Simulation, Cultural Awareness, Undergraduate Students
Fonseca, Paula; Julian, Kristi; Hulme, Wendi; Martins, Maria De Lurdes; Brautlacht, Regina – Research-publishing.net, 2021
New communication technologies are changing the way we work and communicate with people around the world. Given this reality, students in Higher Education (HE) worldwide need to develop knowledge in their area of study as well as attitudes and values that will enable them to be responsible and ethical global citizens in the workforce they will…
Descriptors: Interdisciplinary Approach, Course Descriptions, Cultural Pluralism, Computer Simulation
Hagley, Eric – Research-publishing.net, 2020
As Virtual Exchanges (VEs) become more common in foreign language classrooms around the world, teachers are rightly asking 'what will my students be getting from this'? If their students are advanced, they can enter into in-depth interactions thus attaining broader and deeper intercultural knowledge as a minimum, from participation in VE. However,…
Descriptors: Computer Simulation, Second Language Learning, Second Language Instruction, Exchange Programs
Arnold, Ross D.; Wade, Jon P. – Electronic Journal of e-Learning, 2017
The U.S. defense industry spends billions of dollars each year developing defense systems to keep the nation and allies secure. However, the failure rate of system development is notoriously high. Even when development efforts do succeed, they often do so with cost overruns and compromises in system performance. As a result, large amounts of money…
Descriptors: Robotics, Computer Simulation, Computer Software, Systems Approach
Meletiou-Mavrotheris, Maria; Carrilho, Ana Rita; Charalambous, Constadina; Mavrou, Katerina; Christou, Christiana – Education Sciences, 2020
Living Book--Augmenting Reading for Life, a three-year EU-funded Erasmus + project (September 2016-August 2019), exploited the affordances of augmented reality (AR) and other emerging technologies in order to address the underachievement of European youth in reading skills. The program developed an innovative approach that empowers teachers from…
Descriptors: Faculty Development, Books, Computer Simulation, Foreign Countries
O'Connor, Eileen A.; Domingo, Jelia – Journal of Educational Technology Systems, 2017
With the advent of open source virtual environments, the associated cost reductions, and the more flexible options, avatar-based virtual reality environments are within reach of educators. By using and repurposing readily available virtual environments, instructors can bring engaging, community-building, and immersive learning opportunities to…
Descriptors: Educational Technology, Technology Uses in Education, Simulated Environment, Computer Simulation
Hewitt, Bill; Kidd, Moray; Smith, Robin; Wearne, Stephen – European Journal of Engineering Education, 2016
The paper reviews the lessons of planning and running an "Engineering Management" practitioner development programme in a partnership between BP and the University of Manchester. This distance-learning programme is for professional engineers in mid-career experienced in the engineering and support activities for delivering safe,…
Descriptors: Engineering Education, Management Development, Program Development, Engineering
Hartley, Melissa D.; Ludlow, Barbara L.; Duff, Michael C. – Rural Special Education Quarterly, 2015
Many colleges and universities rely upon online programs to support distance delivery of personnel preparation programs in special education and related services. These distance education programs enable individuals who live or work in rural communities to access training programs to earn teaching certification and assist rural schools in…
Descriptors: Distance Education, Preservice Teacher Education, Learning Activities, Program Development
Moylan, Gina; Burgess, Ann W.; Figley, Charles; Bernstein, Michael – International Journal of Distance Education Technologies, 2015
Though there is considerable research to support using Game-Based Learning (GBL) in higher education, its implementation is lagging behind K-12 education by an order of magnitude. By considering the current state of GBL from leadership, primary consumer, academic and technical perspectives, the authors frame the main issues involved with…
Descriptors: Teaching Methods, Higher Education, Educational Games, Online Courses
Acheson, Lingma Lu – International Association for Development of the Information Society, 2014
Learning is most effective when accompanied by doing. If someone desires to become a baseball player, being told how to play the game, watching others play and even understanding the rules of the game are mostly ineffective if the individual never "swings the bat". This paper outlines the implementation of this method (swinging the bat)…
Descriptors: Active Learning, Experiential Learning, Computer Science Education, Industry
Ellington, Henry – Simulation & Gaming, 2012
In this invited autobiography, the author describes the impact that educational gaming and simulation has had on his professional career. He begins by reviewing his early life and education in Aberdeen and his subsequent work as a research scientist, schoolteacher, and physics lecturer. He then shows how he changed disciplines from physics to…
Descriptors: Curriculum Development, Educational Games, Systems Approach, Autobiographies
Baum, Liesl M.; Newbill, Phyllis Leary – TechTrends: Linking Research and Practice to Improve Learning, 2010
The role of critical and creative thinking has been debated within the field of instructional design. Through an instructional design and development project we have identified how critical and creative thinking are essential to the instructional design process. This paper highlights a recent project focused on a virtual Native American village…
Descriptors: Instructional Design, American Indians, Instructional Materials, Creative Thinking
Stewart, Sarah; Davis, Deborah – Australasian Journal of Educational Technology, 2012
Pressures in terms of the availability of quality, real-life clinical experiences for students have resulted in increased interest in the use of simulation in a variety of healthcare disciplines. "Te wahi whanau: The birth place" is a Virtual Birth Centre (VBC) that was created in "Second Life" in 2009 as part of the Second…
Descriptors: Foreign Countries, Obstetrics, Sustainability, Nursing Education