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Perkins, Ross A.; Arreguin, Cathy – Learning & Leading with Technology, 2007
The communication and collaborative interface known as a multi-user virtual environment (MUVE), has existed since as early as the late 1970s. MUVEs refer to programs that have an animated character ("avatar") controlled by a user within a wider environment that can be explored--or built--at will. Second Life, a MUVE created by San Francisco-based…
Descriptors: Middle Schools, Distance Education, Immigrants, Migrants
Salen, Katie – Journal of Educational Multimedia and Hypermedia, 2007
Educators and education advocates have recently acknowledged that the ability to think systemically is one of the necessary skills for success in the 21st century. Game-making is especially well-suited to encouraging meta-level reflection on the skills and processes that designer-players use in building such systems. Membership in a community of…
Descriptors: Literacy, Play, Reading Skills, Educational Games
Warren, Scott J.; Jones, Greg – Journal of Educational Technology, 2008
There are several major challenges for instructional designers seeking to design learning games. These include the lack of access, the cost of rapidly advancing/expensive technology tools that make developing games uneconomical, the institutional time constraints limiting game use, and the concerns that schools lack sufficiently robust computer…
Descriptors: Games, Design, Educational Technology, Computer Games
Mabrito, Mark; Medley, Rebecca – Innovate: Journal of Online Education, 2008
One way of better understanding Net-Generation learners is to examine the texts they create on online social networking, blogging, and image sites as well as in virtual worlds. Mark Mabrito and Rebecca Medley explore the nature of Net-Generation texts as a reflection of the cognitive differences between this generation's students and their older…
Descriptors: Perspective Taking, Content Analysis, Computer Mediated Communication, Social Networks
Mislevy, Robert J.; Behrens, John T.; Bennett, Randy E.; Demark, Sarah F.; Frezzo, Dennis C.; Levy, Roy; Robinson, Daniel H.; Rutstein, Daisy Wise; Shute, Valerie J.; Stanley, Ken; Winters, Fielding I. – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2007
People use external knowledge representations (EKRs) to identify, depict, transform, store, share, and archive information. Learning how to work with EKRs is central to becoming proficient in virtually every discipline. As such, EKRs play central roles in curriculum, instruction, and assessment. Five key roles of EKRs in educational assessment are…
Descriptors: Educational Assessment, Computer Networks, Test Construction, Computer Assisted Testing
Mitchell, Peter; Parsons, Sarah; Leonard, Anne – Journal of Autism and Developmental Disorders, 2007
Six teenagers with Autistic Spectrum Disorders (ASDs) experienced a Virtual Environment (VE) of a cafe. They also watched three sets of videos of real cafe and buses and judged where they would sit and explained why. Half of the participants received their VE experience between the first and second sets of videos, and half experienced it between…
Descriptors: Computer Simulation, Autism, Adolescents, Computer Assisted Instruction
Arver, Cara M. – English Journal, 2007
High school teacher Cara M. Arver walks teachers through her experience of setting up a virtual world to augment students' reading of "Lord of the Flies." Students interact as additional characters, discuss and solve problems based on the circumstances of the story, and complete classroom assignments within a virtual environment.
Descriptors: Assignments, Literature Appreciation, English Instruction, High School Students
McLellan, Hilary – 1993
Virtual reality technology offers the promise of interaction with a computer-based environment that engages visual, auditory, and tactile perception. Three interrelated virtual reality design topics are particularly relevant to visual literacy. The first is the concept of avatars. Avatars are agents that appear in a virtual world representing the…
Descriptors: Computer Games, Computer Simulation, Design, Educational Media
Peer reviewedTrochim, William M. K.; Davis, James E. – Computers in Human Services, 1985
Describes uses of computer simulations for the context of human service program evaluation. Presents simple mathematical models for most commonly used human service outcome evaluation designs (pretest-posttest randomized experiment, pretest-posttest nonequivalent groups design, and regression-discontinuity design). Translates models into single…
Descriptors: Computer Oriented Programs, Computer Simulation, Human Services, Models
Brownfield, Sharon; Vik, Gretchen – Training and Development Journal, 1983
The Army hired the Center for Instructional Development and Evaluation at the University of Maryland to design a system of individualized self-paced literacy lessons for military trainees. The Space Time Army Reconnaissance System is structured according to Gagne's model of instructional events and capitalizes on its audience's interest in video…
Descriptors: Adult Learning, Basic Skills, Computer Simulation, Educational Games
Peer reviewedGill, R. A. – School Science Review, 1984
Describes a program which simulates the kinetic behavior of a "typical" enzyme. Program objectives, background to the kinetic model used in the simulation, major program features, typical results obtained, and a note on the availability of the program (written in BASIC for Commodore microcomputer) are included. (JN)
Descriptors: College Science, Computer Simulation, Courseware, Enzymes
Peer reviewedMurphy, P. J. – Journal of Biological Education, 1983
Describes an exercise in biometrical genetics based on the noninteractive use of a computer simulation of a wheat hydridization program. Advantages of using the material in this way are also discussed. (Author/JN)
Descriptors: Biology, College Science, Computer Simulation, Genetics
Currier, Richard L. – High Technology, 1983
Interactive videodisc makes possible a powerful educational experience in which computer-based educational systems can display video imagery, real-time action, and stereo sound. Interactivity, teaching with videodisc, electronic tutors, videodisc technologies, and costs are among the topics discussed. Use of videodisc for games and simulating…
Descriptors: Computer Oriented Programs, Computer Simulation, Educational Technology, Instructional Innovation
Peer reviewedLehaney, Brian; Kogetsidis, Harry; Platt, Avril; Clarke, Steve – Journal of European Industrial Training, 1998
Demonstrates how principles of simulation help students develop working models or prototypes. Explains how computer software enables this process for learners with only basic computer knowledge. (SK)
Descriptors: Computer Assisted Instruction, Computer Simulation, Higher Education, Learning Strategies
Peer reviewedMislevy, Robert J.; Steinberg, Linda S.; Breyer, F. Jay; Almond, Russell G.; Johnson, Lynn – Applied Measurement in Education, 2002
Presents a design framework that incorporates integrated structures for modeling knowledge and skills, designing tasks, and extracting and synthesizing evidence. Illustrates these ideas in the context of a project that assesses problem solving in dental hygiene through computer-based simulations. (SLD)
Descriptors: Computer Simulation, Dental Hygienists, Educational Assessment, Evaluation Utilization

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