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Rushby, Nick – Educational Technology, 2016
One of the key trends in learning technology in recent years has been the growing interest in simulations and serious games. Much of the research into simulations and serious games has tended to focus on aspects of fun and engagement rather than on what is happening in the process to cause transferable learning. Much of it has been based on small…
Descriptors: Computer Simulation, Educational Games, Educational Technology, Evaluation Methods
D'Angelo, Cynthia M.; Rutstein, Daisy; Harris, Christopher J. – Educational Technology, 2016
This article presents a summary of the findings of a systematic review and meta-analysis of the literature on computer-based interactive simulations for K-12 science, technology, engineering, and mathematics (STEM) learning topics. For achievement outcomes, simulations had a moderate to strong effect on student learning. Overall, simulations have…
Descriptors: STEM Education, Computer Simulation, Educational Trends, Trend Analysis
Shaughnessy, Michael F.; Fulgham, Susan M. – Educational Technology, 2016
Sigmund Tobias came to the United States in 1948, after his family had fled to China from the Holocaust in Europe. His Memoir ("Strange Haven: A Jewish Childhood in Wartime Shanghai") describes that part of his life. He settled in New York, where he completed his B.A. and M.S. in School Psychology from the City College of New York, and a…
Descriptors: Educational Technology, Interviews, Leaders, Computer Games
Harmon, Stephen W. – Educational Technology, 2011
This article examines the affordances of virtual worlds for initiating a transformative learning experience for adults. In particular, it addresses the capacity of virtual worlds to allow creation of an alternate self which requires some level of personal self-reflection; provide atypical experiences that can initiate reflection; allow experience…
Descriptors: Transformative Learning, Learning Experience, Adult Education, Adult Students
Klopfer, Eric – Educational Technology, 2007
This article explores how the future of mobile learning games lies in the blurring of the line between fun and learning, between in-school and out-of-school. Accomplishing this requires new paradigms as well as new technologies. Mobile learning games can be the conduits between the world of school and the world of life, and make them both more fun…
Descriptors: Educational Technology, Computers, Computer Simulation, Communicable Diseases
Sweeters, William – Educational Technology, 1994
Popular electronic tools for learning--tutorials, educational databases, learning nodes, simulations and educational games--are described, and their functions as part of the learning system are examined using Gagne's Events of Instruction model. Figures representing tutorial models are included. (Contains seven references.) (SLW)
Descriptors: Authoring Aids (Programming), Computer Assisted Instruction, Computer Simulation, Courseware
Zirkel, Jessica B.; Zirkel, Perry A. – Educational Technology, 1997
Reviews the limited research on computer software alternatives to actual dissection in biology instruction. Concludes that research should include larger more representative samples; higher priority on psychometrically sound instrumentation; a paper-based comparison group; a design that carefully considers attitude; and practical measures to…
Descriptors: Anatomy, Biology, Computer Oriented Programs, Computer Simulation