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Jennifer Morin; Sara Willox – Journal of Educational Technology Systems, 2024
Debriefing is a critical part of successfully implementing educational computer-based simulation games to maximize learning outcomes. Simulation game effectiveness, regarding exploring gaming characteristics and cognitive and affective impacts, has been thoroughly researched. However, debriefing is overlooked by some as time-consuming and…
Descriptors: Educational Games, Computer Simulation, Communication Strategies, Instructional Effectiveness
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Ng, Emily – Journal of Educational Technology and Online Learning, 2020
Digital technologies can reinvent the higher education in 21st century. E-learning introduces change to both the people and the organization on any scale. To keep abreast of the times and making learning fun, one of the self-financed Higher Education Sector in Hong Kong introduced Virtual Reality (VR) and online learning for aviation and…
Descriptors: Foreign Countries, Electronic Learning, Higher Education, Computer Simulation
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Tsekleves, Emmanuel; Cosmas, John; Aggoun, Amar – British Journal of Educational Technology, 2016
Serious games and game-based learning have received increased attention in recent years as an adjunct to teaching and learning material. This has been well echoed in the literature with numerous articles on the use of games and game theory in education. Despite this, no policy for the incorporation of serious games in education exists to date.…
Descriptors: Barriers, Program Implementation, Educational Games, Stakeholders
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Reinicke, Bryan; Baker, Elizabeth; Toothman, Callie – Information Systems Education Journal, 2018
Professors teaching cyber security classes often face challenges when developing workshops for their students: How does one quickly and efficiently configure and deploy an operating system for a temporary learning/testing environment? Faculty teaching these classes spend countless hours installing, configuring and deploying multiple system…
Descriptors: Computer Security, Information Security, Computer Simulation, Workshops
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Gil, Arturo; Peidró, Adrián; Reinoso, Óscar; Marín, José María – IEEE Transactions on Education, 2017
This paper presents a tool, LABEL, oriented to the teaching of parallel robotics. The application, organized as a set of tools developed using Easy Java Simulations, enables the study of the kinematics of parallel robotics. A set of classical parallel structures was implemented such that LABEL can solve the inverse and direct kinematic problem of…
Descriptors: Virtual Classrooms, Laboratory Experiments, Laboratory Equipment, Robotics
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Thies, Anna-Lena; Weissenstein, Anne; Haulsen, Ivo; Marschall, Bernhard; Friederichs, Hendrik – Journal of Technology and Science Education, 2014
Simulation as a tool for medical education has gained considerable importance in the past years. Various studies have shown that the mastering of basic skills happens best if taught in a realistic and workplace-based context. It is necessary that simulation itself takes place in the realistic background of a genuine clinical or in an accordingly…
Descriptors: Medical Education, Simulated Environment, Medical Students, Foreign Countries
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Johnson, Mark William; Sherlock, David – Interactive Learning Environments, 2014
The Personal Learning Environment (PLE) has been presented in a number of guises over a period of 10 years as an intervention which seeks the reorganisation of educational technology through shifting the "locus of control" of technology towards the learner. In the intervening period to the present, a number of initiatives have attempted…
Descriptors: Educational Environment, Intervention, Educational Technology, Locus of Control
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Otamendi, Francisco Javier; Doncel, Luis Miguel – Turkish Online Journal of Educational Technology - TOJET, 2013
Experimental teaching in general, and simulation in particular, have primarily been used in lecture rooms but in the future must also be adapted to e-learning. The integration of web simulators into virtual learning environments, coupled with specific supporting video documentation and the use of videoconference tools, results in robust…
Descriptors: Virtual Classrooms, Electronic Learning, Online Courses, Video Technology
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Leonardi, Paul M. – Human Communication Research, 2009
This article explores the relationship between users' interpretations of a new technology and failure of organizational change. I suggest that people form interpretations of a new technology not only based on their conversations with others, but also through their use of technology's material features directly. Through qualitative and quantitative…
Descriptors: Computer Simulation, Ethnography, Organizational Change, Engineering
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Ripley, Brian; Carter, Neal; Grove, Andrea K. – Journal of Political Science Education, 2009
Model United Nations (MUN) provides a great forum for students to learn about global issues and political processes, while also practicing communication and negotiation skills that will serve them well for a lifetime. Intercollegiate MUN conferences can be problematic, however, in terms of logistics, budgets, and student participation. In order to…
Descriptors: Student Participation, International Organizations, Simulation, Case Method (Teaching Technique)
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Li, Yi-Hsung; Dow, Chyi-Ren; Lin, Cheng-Min; Chen, Sheng-Chang; Hsu, Fu-Wei – International Journal of Distance Education Technologies, 2009
Innovations in network and information technology have transformed traditional classroom lectures into new approaches that have given universities the opportunity to create a virtual laboratory. However, there is no systematic framework in existing approaches for the development of virtual laboratories. Further, developing a virtual laboratory…
Descriptors: Laboratories, Program Development, Program Implementation, College Instruction
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Jia, Jiyou; Chen, Weichao – British Journal of Educational Technology, 2009
In this paper, we present the comprehensive version of CSIEC (Computer Simulation in Educational Communication), an interactive web-based human-computer dialogue system with natural language for English instruction, and its tentative application and evaluation in English education. First, we briefly introduce the motivation for this project,…
Descriptors: Computer Simulation, Natural Language Processing, English (Second Language), Second Language Instruction
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Games, Ivan Alex – Learning, Media and Technology, 2010
This article presents the results of a three-year study of "Gamestar Mechanic" (www.gamestarmechanic.com), a flash-based multiplayer online role-playing game developed for the MacArthur Foundation's digital media learning initiative by the University of Wisconsin-Madison, and Gamelab in New York. The game's objective is to help children…
Descriptors: Design, Role Playing, Discourse Analysis, Thinking Skills
Ponder, Roger; Powell, William W. – 1989
In an intensive English-as-a-Second-Language (ESL) program, implementing a sourcebook project affects the design and content of all the courses in a curriculum. Sourcebooks, multimedia collections of materials devoted to a given topic and used in a simulation of academic research, can be adapted for use in independently operated ESL courses as…
Descriptors: English (Second Language), Higher Education, Instructional Materials, Intensive Language Courses
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Rowley, Kurt; Hudzina, Marilyn – International Journal of Educational Reform, 1995
Describes a Mega Planning simulation using a complete strategic planning process aimed at reinventing U.S. public education systems. The process involved scoping (developing the ideal mission, assessing mega-needs, and deriving mission objectives); planning (deriving the mission profile, performing function analyses, and evaluating performance…
Descriptors: Educational Change, Elementary Secondary Education, Global Approach, Institutional Mission