NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 4 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Lusia Maryani Silitonga; Budi Dharmawan; Astrid Tiara Murti; Ting-Ting Wu – Journal of Educational Computing Research, 2024
Business simulation games (BSG) offer a unique opportunity to provide students with hands-on experience in a simulated business environment. This study aims to explore the effectiveness of BSG in promoting entrepreneurial intentions and competencies among undergraduate students. The study was conducted with 48 students, who participated in BSG as…
Descriptors: Entrepreneurship, Intention, Competence, Simulation
Peer reviewed Peer reviewed
Direct linkDirect link
Adams, Deanne M.; Pilegard, Celeste; Mayer, Richard E. – Journal of Educational Computing Research, 2016
Learning physics often requires overcoming common misconceptions based on naïve interpretations of observations in the everyday world. One proposed way to help learners build appropriate physics intuitions is to expose them to computer simulations in which motion is based on Newtonian principles. In addition, playing video games that require…
Descriptors: Video Games, Teaching Methods, Technology Uses in Education, Simulated Environment
Peer reviewed Peer reviewed
Direct linkDirect link
Vogel, Jennifer J.; Vogel, David S.; Cannon-Bowers, Jan; Bowers, Clint A.; Muse, Kathryn; Wright, Michelle – Journal of Educational Computing Research, 2006
Substantial disagreement exists in the literature regarding which educational technology results in the highest cognitive gain for learners. In an attempt to resolve this dispute, we conducted a meta-analysis to decipher which teaching method, games and interactive simulations or traditional, truly dominates and under what circumstances. It was…
Descriptors: Teaching Methods, Educational Technology, Simulation, Computers
Peer reviewed Peer reviewed
Forsyth, Alfred S., Jr.; Lancy, David F. – Journal of Educational Computing Research, 1987
Compares the use of four different versions of a map by fourth and fifth grade students with a computerized adventure game which simulated an environmental exploration. Variables examined included type of map and student gender, ability to learn place location information while playing the game, and enjoyment of the game. (RP)
Descriptors: Cognitive Processes, Comparative Analysis, Computer Assisted Instruction, Computer Simulation