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Aud M. Wahl; Marte Fanneløb Giskeødegård; Charlott Sellberg – International Journal of Training and Development, 2025
The aim of this explorative comparative study is to explore how bachelor students are socialized into the instructional method of role-playing in simulation-based professional education programmes. Despite the widespread use of role-play in professional education programmes, there are a limited number of studies on the topic, even though the…
Descriptors: Nursing Students, Nursing Education, Engineering Education, Marine Education
Xiaofei Li; Yu-Ju Lan; Zhongling Pi; Grace Yue Qi; Scott Grant; Jinmei Sun – British Journal of Educational Technology, 2025
English academic presentation (EAP) is an indispensable skill set of academic communication for university students. With the rapid development of desktop virtual reality (DVR), its application in language learning is worth exploring. The present study aimed to examine whether there is an improvement and difference in students' EAP by learning…
Descriptors: Video Technology, Behavior Patterns, English for Academic Purposes, Second Language Learning
Mohd Fazil; Angelica Rísquez; Claire Halpin – Journal of Learning Analytics, 2024
Technology-enhanced learning supported by virtual learning environments (VLEs) facilitates tutors and students. VLE platforms contain a wealth of information that can be used to mine insight regarding students' learning behaviour and relationships between behaviour and academic performance, as well as to model data-driven decision-making. This…
Descriptors: Learning Analytics, Learning Management Systems, Learning Processes, Decision Making
Starrett, Michael J.; Stokes, Jared D.; Huffman, Derek J.; Ferrer, Emilio; Ekstrom, Arne D. – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2019
An important question regards how we use environmental boundaries to anchor spatial representations during navigation. Behavioral and neurophysiological models appear to provide conflicting predictions, and this question has been difficult to answer because of technical challenges with testing navigation in novel, large-scale, realistic spatial…
Descriptors: Spatial Ability, Computer Simulation, Prediction, Structural Equation Models
Shimada, Atsushi; Mouri, Kousuke; Taniguchi, Yuta; Ogata, Hiroaki; Taniguchi, Rin-ichiro; Konomi, Shin'ichi – International Educational Data Mining Society, 2019
In this paper, we focus on optimizing the assignment of students to courses. The target courses are conducted by different teachers using the same syllabus, course design, and lecture materials. More than 1,300 students are mechanically assigned to one of ten courses taught by different teachers. Therefore, mismatches often occur between students'…
Descriptors: Student Placement, Learning Activities, Learning Analytics, Cognitive Style
Kim, Jeonghyun; Jo, Il-Hyun; Park, Yeonjeong – Asia Pacific Education Review, 2016
The learning analytics dashboard (LAD) is a newly developed learning support tool for virtual classrooms that is believed to allow students to review their online learning behavior patterns intuitively through the provision of visual information. The purpose of this study was to empirically validate the effects of LAD. An experimental study was…
Descriptors: Correlation, Computer Simulation, Online Courses, Behavior Patterns
Watcharasukarn, Montira; Krumdieck, Susan; Green, Richard; Dantas, Andre – Simulation & Gaming, 2011
This article describes a virtual reality role-playing game that was developed as a survey tool to collect travel behavior data and explore and monitor travel behavior adaptation. The Advanced Energy and Material Systems Laboratory has designed, developed a prototype, and tested such a game platform survey tool, called Travel Activity Constraint…
Descriptors: Feedback (Response), Travel, Computer Simulation, Role Playing
Peer reviewedKipper, David A.; Har-Even, Dov – Journal of Clinical Psychology, 1984
Investigated the differential effect of two kinds of behavior simulation (role-playing) interventions: spontaneous and mimetic-pretend, on the readiness and the responsibility attributions associated with delivering electric shocks to others (N=25). Results showed that the spontaneous subjects were more ego-oriented and inhibited in administering…
Descriptors: Aggression, Behavior Patterns, College Students, Electrical Stimuli
Peer reviewedMiller, Gerald R.; And Others – Communication Monographs, 1983
Discusses three aspects of trial simulations used to study juror responses: (1) individuals used as jurors, especially college students; (2) the amount of information provided for jurors; and (3) the presence or absence of jury deliberation. Suggests three methodological caveats for legal communication research employing trial simulations. (PD)
Descriptors: Behavior Patterns, College Students, Communication Research, Court Litigation
Powers, Richard B.; Boyle, William – 1983
The purpose of the Commons Game is to teach students how social traps work; that is, that short-term individual gain tends to dominate long-term collective gain. Simulations of Commons Dilemma have grown considerably in the last decade; however, the research has used small face-to-face groups to study behavior in the Commons. To compare the…
Descriptors: Behavior Patterns, College Students, Comparative Analysis, Fines (Penalties)

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