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Yunjo An; Regina Kaplan-Rakowski – TechTrends: Linking Research and Practice to Improve Learning, 2024
Most research on virtual reality (VR) for learning has focused on young populations in formal learning contexts. Little research has been conducted on how adults engage in informal learning using VR. This study examined adults' informal learning experiences in high-immersion VR, focusing on the aspects of VR they enjoyed and the challenges they…
Descriptors: Informal Education, Computer Simulation, Experiential Learning, Adults
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Bittermann, André; McNamara, Danielle; Simonsmeier, Bianca A.; Schneider, Michael – Educational Psychology Review, 2023
Understanding the role of prior knowledge in human learning is essential for predicting, improving, and explaining competence acquisition. However, the size and breadth of this field make it difficult for researchers to glean a comprehensive overview. Hence, we conducted a bibliometric analysis of 13,507 relevant studies published between 1980 and…
Descriptors: Prior Learning, Transfer of Training, Educational Research, Cognitive Processes
Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2015
These proceedings contain the papers of the 12th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2015), October 24-26, 2015, which has been organized by the International Association for Development of the Information Society (IADIS), co-organized by Maynooth University, Ireland, and endorsed by the…
Descriptors: Conferences (Gatherings), Computer Uses in Education, Learning Processes, Expertise
Kretschmann, Rolf – Online Submission, 2010
The idea of digital game-based learning (DGBL) is that students (or players) learn something by playing a computer or video game and that an educator can employ digital games to assist and boost both formal and informal learning. There is game software that is not specifically produced for educational use but which is nonetheless regularly…
Descriptors: Emotional Intelligence, Physical Education, Socialization, Informal Education
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Loomis, Ross J. – Journal of Interpretation Research, 1996
Reviews research on learning among visitors to museums and other interpretive sites. Discusses central and peripheral information processing, need for cognition, intrinsic motivation, visual memory, and metacognition. Describes an evaluation model for exhibits and programs that incorporates visitor learning. (SAS)
Descriptors: Audience Analysis, Audiences, Cognitive Processes, Exhibits
Buch, Anders – 1999
Knowledge production and learning in engineering is a local, situated, negotiated, and thoroughly social process. Although engineering work entails the construal, production, and application of artifacts and technical devices belonging to the "object world," the process of designing is a process of achieving consensus among real or…
Descriptors: Cognitive Processes, Cognitive Structures, Cooperation, Cooperative Learning
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers