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Patterson, Timothy; Han, Insook; Esposito, Laurie – Theory and Research in Social Education, 2022
Historical empathy may be enhanced by virtual reality (VR) technologies, which provide varying degrees of immersion into other time periods and places. This study explored the effects of combining semi-immersive and fully immersive VR with a follow-up writing task to promote historical empathy with adult learners. Thirty-six participants were…
Descriptors: Computer Simulation, Empathy, History, Adult Learning
Nathan R. Prestopnik – International Journal of Designs for Learning, 2024
"Ghosts of the Argonne" is an interactive virtual reality (VR) recreation of the World War 1 (WW1) M1897 "French 75" field artillery gun, intended to teach learners about WW1 and its impact on the world, the role of artillery and artillerymen in this war, and the stories of real soldiers who served. The "Ghosts of the…
Descriptors: College Faculty, College Students, Computer Simulation, History Instruction
Benjamin Luke Moorhouse, Editor; Sandy S. C. Li, Editor; Sebastian Pahs, Editor – SpringerBriefs in Education, 2024
In 2021, the University Grants Committee of Hong Kong, the funding body for higher education in Hong Kong, initiated a scheme and associated grant fund with the aim of enhancing the use of technology for teaching in higher education institutions in Hong Kong. In the Faculty of Social Sciences, Hong Kong Baptist University, the funding was used to…
Descriptors: Foreign Countries, Social Sciences, College Faculty, Teacher Collaboration
Modding Europa Universalis IV: An Informal Gaming Practice Transposed into a Formal Learning Setting
Loban, Rhett – E-Learning and Digital Media, 2021
This article explores the use of modding as a formal tool for learning history. The article examines data from a formal analysis of Europa Universalis IV (EUIV), a survey of 331 EUIV forum participants and a case study of 18 university participants. Significant quantitative survey data indicated that 45% (149/331) of participants had modified…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, College Students

Schick, James B. – History Microcomputer Review, 1985
Discusses the nature of current college history students and explains why microcomputer simulations aid their learning of history. Concludes that students vary in their view of simulations, and that even good simulations are no substitute for an informed, thoughtful, and sensitive teacher. (JDH)
Descriptors: College Instruction, College Students, Computer Assisted Instruction, Computer Simulation

Sargent, James E. – History Microcomputer Review, 1985
This article summarizes seven currently available microcomputer simulations for history. The seven included are: Government Simulations (Prentice-Hall, 1984), Nomination (Brady Company, 1984), Tigers in the Snow (Strategic Simulations, 1981), Lincoln's Decisions (Educational Activities, 1982), Watergate Simulation (Social Science Research and…
Descriptors: College Instruction, College Students, Computer Assisted Instruction, Computer Simulation

Campion, Martin C. – History Microcomputer Review, 1985
Reviews TIGERS IN THE SNOW: THE BATTLE OF THE BULGE (Strategic Simulations),and the BATTLE OF GETTYSBURG (Softwride). Each narrative review describes the hardware required and provides complete ordering information. (JDH)
Descriptors: College Instruction, College Students, Computer Assisted Instruction, Computer Simulation
Downes, Stephen – Innovate: Journal of Online Education, 2005
Games like "Civilization III," a strategy game that allows players to create civilizations that stand the test of time, are attracting increasing attention in the educational community for their potential to support learning. A recent article in BBC news observed that "using "Civilisation III" to teach students about history showed that it could…
Descriptors: Educational Games, Computers, Problem Solving, History Instruction