Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 5 |
Since 2006 (last 20 years) | 23 |
Descriptor
College Students | 23 |
Simulated Environment | 23 |
Statistical Analysis | 23 |
Computer Simulation | 14 |
Foreign Countries | 14 |
Educational Technology | 12 |
Teaching Methods | 10 |
Student Attitudes | 9 |
Technology Uses in Education | 8 |
Instructional Effectiveness | 7 |
Pretests Posttests | 7 |
More ▼ |
Source
Author
Publication Type
Journal Articles | 19 |
Reports - Research | 18 |
Dissertations/Theses -… | 3 |
Reports - Descriptive | 1 |
Reports - Evaluative | 1 |
Speeches/Meeting Papers | 1 |
Education Level
Higher Education | 22 |
Postsecondary Education | 21 |
Adult Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
Eysenck Personality Inventory | 1 |
What Works Clearinghouse Rating
Montoya, Mauricio Hincapié; Díaz, Christian Andrés; Moreno, Gustavo Adolfo – EURASIA Journal of Mathematics, Science & Technology Education, 2017
Nowadays, the use of technology to improve teaching and learning experiences in the classroom has been promoted. One of these technologies is augmented reality, which allows overlaying layers of virtual information on real scene with the aim of increasing the perception that user has of reality. Augmented reality has proved to offer several…
Descriptors: Educational Technology, Technology Uses in Education, Simulated Environment, Course Content
Lee, Michael C. – ProQuest LLC, 2017
The purpose of this quantitative experimental posttest-only control group research study was to determine the degree to which differences exist in outcomes between students using a video game-based instruction and students using a traditional non-video game-based instruction in accelerated degree program courses at a 4-year university in Illinois…
Descriptors: Video Games, Educational Games, Writing Instruction, Writing Achievement
Hsu, Wen-Chun; Shih, Ju-Ling – International Journal of Distance Education Technologies, 2016
In this study, to learn the routine of Tantui, a branch of martial arts was taken as an object of research. Fitts' stages of motor learning and augmented reality (AR) were applied to a 3D mobile-assisted learning system for martial arts, which was characterized by free viewing angles. With the new system, learners could rotate the viewing angle of…
Descriptors: Computer Simulation, Simulated Environment, Electronic Learning, Physical Activities
Moro, Christian; Stromberga, Zane; Stirling, Allan – Australasian Journal of Educational Technology, 2017
Consumer-grade virtual reality has recently become available for both desktop and mobile platforms and may redefine the way that students learn. However, the decision regarding which device to utilise within a curriculum is unclear. Desktop-based VR has considerably higher setup costs involved, whereas mobile-based VR cannot produce the quality of…
Descriptors: Educational Technology, Technology Uses in Education, Simulated Environment, Computer Simulation
Pedersen, Mads Kock; Skyum, Birk; Heck, Robert; Müller, Romain; Bason, Mark; Lieberoth, Andreas; Sherson, Jacob F. – Physical Review Physics Education Research, 2016
A virtual learning environment can engage university students in the learning process in ways that the traditional lectures and lab formats cannot. We present our virtual learning environment "StudentResearcher," which incorporates simulations, multiple-choice quizzes, video lectures, and gamification into a learning path for quantum…
Descriptors: Simulated Environment, Educational Technology, Technology Uses in Education, Quantum Mechanics
Cela-Ranilla, Jose M.; Esteve-Mon, Francesc M.; Esteve-González, Vanessa; Gisbert-Cervera, Merce – Australasian Journal of Educational Technology, 2014
Emerging technologies are providing opportunities for designing new learning environments, especially environments in which students can learn by putting their skills into practice. Knowledge about the development of these experiences needs to be accumulated and processed so that they can be integrated effectively into training programmes. In this…
Descriptors: Educational Environment, Self Management, Teamwork, Marketing
Uz, Cigdem; Cagiltay, Kursat – Digital Education Review, 2015
Digital games have become popular due to great technological improvements in recent years. They have been increasingly transformed from co-located experiences into multi-played, socially oriented platforms (Herodotou, 2009). Multi-User Online Games provide the opportunity to create a social environment for friendships and strengthen the…
Descriptors: Foreign Countries, College Students, Video Games, Interpersonal Competence
Wong, Mona; Castro-Alonso, Juan C.; Ayres, Paul; Paas, Fred – Educational Technology & Society, 2015
Humans have an evolved embodied cognition that equips them to deal easily with the natural movements of object manipulations. Hence, learning a manipulative task is generally more effective when watching animations that show natural motions of the task, rather than equivalent static pictures. The present study was completed to explore this…
Descriptors: Gender Differences, Teaching Methods, Animation, Educational Technology
Carron, Thibault; Pernelle, Philippe; Talbot, Stéphane – International Association for Development of the Information Society, 2013
Our research work deals with the development of new learning environments, and we are particularly interested in studying the different aspects linked to users' collaboration in these environments. We believe that Game-based Learning can significantly enhance learning. That is why we have developed learning environments grounded on graphical…
Descriptors: Educational Games, Simulated Environment, Technology Uses in Education, Teaching Methods
Cela-Ranilla, Jose María; Esteve-Gonzalez, Vanessa; Esteve-Mon, Francesc; Gisbert-Cervera, Merce – Journal of Educational Computing Research, 2014
In this study we analyze how 57 Spanish university students of Education developed a learning process in a virtual world by conducting activities that involved the skill of self-management. The learning experience comprised a serious game designed in a 3D simulation environment. Descriptive statistics and non-parametric tests were used in the…
Descriptors: Foreign Countries, College Students, Simulated Environment, Computer Simulation
Mou, Weimin; Zhou, Ruojing – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2013
Four experiments examined the roles of extended surfaces and the number of points in the boundary superiority effect in goal localization. Participants learned the locations of 4 objects in the presence of a boundary, landmarks, or both in an immersive virtual environment by reproducing the locations with feedback. Participants then localized the…
Descriptors: Experimental Psychology, Feedback (Response), Geographic Location, Memory
Han, Xue; Becker, Suzanna – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2014
We investigated how humans encode large-scale spatial environments using a virtual taxi game. We hypothesized that if 2 connected neighborhoods are explored jointly, people will form a single integrated spatial representation of the town. However, if the neighborhoods are first learned separately and later observed to be connected, people will…
Descriptors: Cognitive Processes, Spatial Ability, Simulated Environment, Video Games
Peyghambarian, Farideh; Ashraf, Hamid; Fatemi, Mohammad Ali – Advances in Language and Literary Studies, 2014
GoEnglish.Me can provide EFL learners with authentic materials in a variety of topics. In addition to authentic materials, the site can offer an opportunity of learning real Spoken English by American Native Speakers. To achieve the purpose of this study, you can probe the effect of GoEnglish.Me on lower-intermediate EFL learners' speaking…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Educational Technology
Romero-Hall, Enilda; Watson, Ginger; Papelis, Yiannnis – Journal of Educational Multimedia and Hypermedia, 2014
To examine the visual attention, emotional responses, learning, perceptions and attitudes of learners interacting with an animated pedagogical agent, this study compared a multimedia learning environment with an emotionally-expressive animated pedagogical agent, with a non-expressive animated pedagogical agent, and without an agent. Visual…
Descriptors: Physiology, Emotional Response, Responses, Learning
Doolen, Jessica – ProQuest LLC, 2012
High fidelity simulation has become a widespread and costly learning strategy in nursing education because it can fill the gap left by a shortage of clinical sites. In addition, high fidelity simulation is an active learning strategy that is thought to increase higher order thinking such as clinical reasoning and judgment skills in nursing…
Descriptors: Simulation, Nursing Education, Simulated Environment, Psychometrics
Previous Page | Next Page »
Pages: 1 | 2