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Michael Fowler – Journal of Political Science Education, 2025
Wargames and crisis simulations can be useful pedagogical tools when deliberately used. This paper explores the spectrum of pedagogical objectives; what use are wargames for learning? What types of objectives can they explore? How do you align the learning objectives with the right type of game? The paper leverages Bloom's Taxonomy of learning as…
Descriptors: College Students, College Faculty, Educational Games, Computer Games
Adam Carreon; Caitlin Criss; Maggie Mosher – Journal of Special Education Technology, 2024
Virtual reality (VR) is an innovative technology that is rapidly gaining popularity in and out of the classroom. With improvements in hardware and software technology and the push for one-to-one computing, teachers have access to innovative VR supports and resources. These innovative technologies have the potential to improve instruction for…
Descriptors: Computer Simulation, Students with Disabilities, Technology Uses in Education, Student Motivation
Clarice M. Moran; Maya K. Woodall – English Journal, 2019
VR is not a space-age novelty for intense video gamers. It is a legitimate digital tool that can enhance the English language arts (ELA) curriculum and enrich--but not replace--traditional pedagogy. And it is surprisingly easy to implement, even for introductory-level technology users. In this article, the authors discuss the strategies and tools…
Descriptors: Computer Simulation, Grade 8, Electronic Learning, Language Arts
Maennel, Kaie; Brilingaite, Agne; Bukauskas, Linas; Juozapavicius, Aušrius; Knox, Benjamin James; Lugo, Ricardo Gregorio; Maennel, Olaf; Majore, Ginta; Sütterlin, Stefan – SAGE Open, 2023
Hands-on and practical learning has been key to cybersecurity education and training success. Cyber Defense Exercises (CDX) are a common approach to training, testing, and verifying technical and soft skills. However, full-scale CDX implementation is also an expensive training event. In order to advance such exercises to the next level, CDX…
Descriptors: Computer Security, Computer Science Education, Information Security, Computer Simulation
Christensen, Rhonda; Knezek, Gerald – Journal of Educational Multimedia and Hypermedia, 2020
Using innovative technologies to study Mars and the sun and other stars is one way to engage learners in learning more about our solar system and how it impacts us on a daily basis. The focus of this paper is to highlight several innovative technologies such as augmented reality and virtual reality that are easily accessible by educators and…
Descriptors: Astronomy, Technology Uses in Education, Learner Engagement, Instructional Innovation
Li, Lan – Journal of the Scholarship of Teaching and Learning, 2020
Game-based learning has become increasingly popular in recent years and has drawn an increasing level of attention in education. While the preliminary findings of educational gaming impact are quite promising, the current dilemma is the disconnect between what is available on the market and what is needed in the classroom. There has been an…
Descriptors: Computer Simulation, Electronic Learning, Web Based Instruction, Game Based Learning
Schulze-Buxloh, Lina; Grob, Rolf; Ulbrich, Michelle – International Society for Technology, Education, and Science, 2021
The worldwide Corona pandemic has severely restricted student projects in the higher semesters of engineering courses. In order not to delay the graduation, a new concept had to be developed for projects under lockdown conditions. Therefore, unused rooms at the university should be digitally recorded in order to develop a new usage concept as…
Descriptors: Computer Simulation, Distance Education, Educational Technology, Models
Müssig, Jörg; Clark, Adrian; Hoermann, Simon; Loporcaro, Giuseppe; Loporcaro, Claudio; Huber, Tim – Journal of Chemical Education, 2020
During the COVID-19 pandemic, many educators have been required to offer their courses online. A particular challenge is the implementation of practical laboratory experiments in the field of materials science. The central questions are the following: How can students carry out laboratory experiments at home? How are applications on mobile devices…
Descriptors: COVID-19, Pandemics, Science Instruction, Chemistry
Pilgrim, J. Michael; Pilgrim, Jodi – Texas Journal of Literacy Education, 2016
This article presents virtual reality as a tool for classroom literacy instruction. Building on the traditional use of images as a way to scaffold prior knowledge, we extend this idea to share ways virtual reality enables experiential learning through field trip-like experiences. The use of technology tools such Google Street view, Google…
Descriptors: Language Arts, Computer Simulation, Classroom Techniques, Educational Technology
Barneva, Reneta P.; Kanev, Kamen; Kapralos, Bill; Jenkin, Michael; Brimkov, Boris – Journal of Educational Technology Systems, 2017
We place collaborative student engagement in a nontraditional perspective by considering a novel, more interactive educational environment and explaining how to employ it to enhance student learning. To this end, we explore modern technological classroom enhancements as well as novel pedagogical techniques which facilitate collaborative learning.…
Descriptors: Teaching Methods, Learner Engagement, Cooperative Learning, Technology Uses in Education
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
Tromba, Peter – Learning & Leading with Technology, 2013
The core of instruction is the interaction between the student, the content, and the teacher. Good instructional design accounts for the students' needs and interests by personalizing the core to each student. Video games and simulations are one way to meet student needs and leverage their interests for increased student learning. In the 2011-12…
Descriptors: Middle Schools, Computer Games, Teaching Methods, Video Games
Hainsworth, Mark – Primary Science, 2012
The way in which the Internet and related technologies have exploded in the last few years is something that no one in education can ignore. Primary school pupils are already more technologically savvy than their parents and they expect their lessons to be exciting, interactive and driven by some aspect of technology. And so they should be. These…
Descriptors: Science Education, Internet, Web 2.0 Technologies, Educational Technology
Armer, Gina R. M. – Journal of Adult Education, 2011
This article explains the use of a specific computer-based simulation program as a successful experiential learning model and as a way to increase student motivation while augmenting conventional methods of business instruction. This model is based on established adult learning principles.
Descriptors: Computer Simulation, Experiential Learning, Adult Learning, Entrepreneurship
Lozano-Guerrero, Antonio José; Valenzuela-Valdés, Juan Francisco – IEEE Transactions on Education, 2015
This paper presents a new course, Radionavigation Systems, whose laboratory and theoretical components complement each other to enhance student learning. Radionavigation skills and knowledge are taught by means of various instructional methods, and the laboratory successfully merges hands-on learning using specific instrumentation and software…
Descriptors: Radio, Navigation, Geographic Information Systems, College Students