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Kaplan, Deborah – Journal of Museum Education, 2021
When the pandemic temporarily closed U.S. museums in March 2020, it also halted on-site museum tours. Some museums responded by developing or expanding their virtual programs, including online tours. The author, an in-gallery docent at the Smithsonian American Art Museum, trained during the pandemic to give virtual tours. Comparing in-person with…
Descriptors: Museums, Arts Centers, Computer Simulation, Field Trips
Omid Noroozi – International Journal of Technology in Education, 2025
The world currently grapples with ambiguity and uncertainty, facing ongoing challenges that span various aspects of life, from economic fluctuations and political instability to environmental crises and technological advancements. Confronting such ambiguity and uncertainty highlights the critical importance of equipping learners with…
Descriptors: Transformative Learning, Technology Uses in Education, Scaffolding (Teaching Technique), Computer Games
Zsolt Molnár; Marianna Radács; Márta Gálfi – International Electronic Journal of Elementary Education, 2024
The study of complexity is an important part of science education. This paper presents a pedagogical option that includes potentially feasible field solutions for complex science teachers. This work aims to examine how fieldwork has appeared in the international literature over the past five years and to explore the algorithms that can be used to…
Descriptors: Elementary School Curriculum, Field Studies, Integrated Curriculum, Science Education
Arts-Based Instructional and Curricular Strategies for Working with Virtual Educational Applications
Steele, Patricia; Johnston, Elizabeth; Lawlor, Andrew; Smith, Cassandra; Lamppa, Sonja – Journal of Educational Technology Systems, 2019
In the 21st century, easy access to visually rich, immersive, student-centered, virtual applications could augment or replace text-based learning. However, the new developments are offset by the lack of insight into pedagogies needed to guide educators through a visual learning environment. The purpose of this directed content analysis was to…
Descriptors: Computer Simulation, Teaching Methods, Visual Learning, Content Analysis
The Pedagogical Application of Alternate Reality Games: Using Game-Based Learning to Revisit History
Lynch, Ronan; Mallon, Bride; Connolly, Cornelia – International Journal of Game-Based Learning, 2015
The advent of the Internet has been instrumental in producing new Game Based Learning (GBL) tools where education and games converge. Alternate Reality Games (ARGs) are one such GBL tool. Interactive narrative games that use the Internet as a central communications platform, ARGs challenge players to collaboratively collate a fragmented story.…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Teaching Methods
Beck, Dennis; Eno, Jenni – Computers in the Schools, 2012
A literature review of 121 peer-reviewed articles, books, and conference proceedings was conducted to determine the signature pedagogies of social studies education and technology integration. The authors found that the signature social studies pedagogy is based on two primary instructional models: direct-instruction and inquiry-based,…
Descriptors: Conferences (Gatherings), Technology Integration, Educational Technology, Social Studies
Jacobson, Astrid R.; Militello, Roberta; Baveye, Philippe C. – Computers & Education, 2009
Multidisciplinary courses are being developed at a number of US colleges and universities to highlight the connections between the rise or fall of world civilizations and the sustainable or unsustainable uses of soil and water resources. The content presented in these courses is complex because it includes concepts from disciplines as varied as…
Descriptors: Environmental Influences, Interdisciplinary Approach, Educational Objectives, College Instruction
Baker, Hope; Brawley, Dorothy; Campbell, Jane; Capozzoli, Ernest; Malgeri, Linda; Roberts, Gary – Journal of College Teaching & Learning, 2007
For most academic institutions, selecting and/or designing a Program Assessment methodology for Assurance of Learning is a challenging task. This paper describes the steps taken to establish goals, values and criteria driving this process for a College of Business. In this case analysis, we document the options we explored in finding the right…
Descriptors: Business Administration Education, Outcomes of Education, Goal Orientation, Organizational Culture
Yeh, Yu-Chu – Computers and Education, 2004
Nurturing reflective teaching and improving critical-thinking instruction are two important goals in teacher education, but these are only achievable when teachers-in-training are provided with opportunities for building professional knowledge and for exhibiting reflective teaching practices. A computer simulation program (CS-TGCTS) was therefore…
Descriptors: Teaching Methods, Preservice Teacher Education, Computer Simulation, Preservice Teachers

Dunn, David – History Microcomputer Review, 1990
Evaluates the suitability of commercially produced historical simulation software for college-level history instruction. Provides a software evaluation template. Sees gains at all levels in constructing sequence structures for teaching cause and effect. Recommends that future designers create simulation exercises dedicated to the methodological…
Descriptors: Computer Assisted Instruction, Computer Simulation, Computer Software Evaluation, Computer Software Selection
Simon, Karen; Gregg, Soleil – 1993
Many educators are shifting their teaching strategies and approaches to include more emphasis on critical thinking skills, the communication of ideas, a variety of approaches to content emphasizing varied student learning styles, and the need to draw explicit connections among topics for retention of learning. Real-world assessment measures, then,…
Descriptors: Academic Standards, Alternative Assessment, Communication (Thought Transfer), Computer Simulation
Hogle, Jan G. – 1996
Use of educational games to supplement traditional classroom lectures is purported by some researchers to increase interest, motivation, and retention, as well as to improve higher order thinking and reasoning skills. This paper reviews proposed benefits of using games as cognitive tools, and discusses the complexities of assessing those benefits.…
Descriptors: Active Learning, Computer Games, Computer Simulation, Critical Thinking