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Huang, Hung-Yu – Educational and Psychological Measurement, 2023
The forced-choice (FC) item formats used for noncognitive tests typically develop a set of response options that measure different traits and instruct respondents to make judgments among these options in terms of their preference to control the response biases that are commonly observed in normative tests. Diagnostic classification models (DCMs)…
Descriptors: Test Items, Classification, Bayesian Statistics, Decision Making
Makransky, Guido; Petersen, Gustav Bøg – Educational Psychology Review, 2023
The need to virtually collaborate across distributed locations has drastically increased. Developments such as the COVID-19 pandemic and new IT platforms like the metaverse have spurred a host of new immersive social applications that are accessed through head-mounted displays. This is expected to stimulate a surge in research on extended…
Descriptors: Cooperative Learning, COVID-19, Pandemics, Computer Simulation
Harley, Jason M.; Poitras, Eric G.; Jarrell, Amanda; Duffy, Melissa C.; Lajoie, Susanne P. – Educational Technology Research and Development, 2016
Research on the effectiveness of augmented reality (AR) on learning exists, but there is a paucity of empirical work that explores the role that positive emotions play in supporting learning in such settings. To address this gap, this study compared undergraduate students' emotions and learning outcomes during a guided historical tour using mobile…
Descriptors: Comparative Analysis, Computer Simulation, Electronic Learning, Outcomes of Education
Hassell, Martin D.; Goyal, Sandeep; Limayem, Moez; Boughzala, Imed – Administrative Issues Journal: Education, Practice, and Research, 2012
The level of satisfaction and effectiveness of 3D virtual learning environments were examined. Additionally, 3D virtual learning environments were compared with face-to-face learning environments. Students that experienced higher levels of flow and presence also experienced more satisfaction but not necessarily more effectiveness with 3D virtual…
Descriptors: Electronic Learning, Virtual Classrooms, Conventional Instruction, Comparative Analysis
Whitton, Melissa; Weatherly, Jeffrey N. – American Indian and Alaska Native Mental Health Research: The Journal of the National Center, 2009
Twelve American Indian (AI) and 12 non-AI participants gambled on a slot-machine simulation and on video poker. Prior to the gambling sessions, half of the participants consumed alcohol while the other half consumed a placebo beverage. They then played the slot-machine simulation three times, with the percentage of programmed "near misses" varying…
Descriptors: American Indians, Drinking, Comparative Analysis, Simulation
Bedek, Michael; Seitlinger, Paul; Kopeinik, Simone; Albert, Dietrich – Electronic Journal of e-Learning, 2012
Digital educational games (DEGs) possess the potential of providing an appealing and intrinsically motivating learning context. Usually this potential is either taken for granted or examined through questionnaires or interviews in the course of evaluation studies. However, an "adaptive" game would increase the probability of a DEG being…
Descriptors: Foreign Countries, Educational Games, Computer Games, Computer Simulation
Hanson, Mark D.; Johnson, Samantha; Niec, Anne; Pietrantonio, Anna Marie; High, Bradley; MacMillan, Harriet; Eva, Kevin W. – Academic Psychiatry, 2008
Objective: Adolescent mental illness stigma-related factors may contribute to adolescent standardized patients' (ASP) discomfort with simulations of psychiatric conditions/adverse psychosocial experiences. Paradoxically, however, ASP involvement may provide a stigma-reduction strategy. This article reports an investigation of this hypothetical…
Descriptors: Mental Disorders, Patients, Work Experience, Psychiatry
DeCarlo, Lawrence T. – Journal of Educational Measurement, 2005
An approach to essay grading based on signal detection theory (SDT) is presented. SDT offers a basis for understanding rater behavior with respect to the scoring of construct responses, in that it provides a theory of psychological processes underlying the raters' behavior. The approach also provides measures of the precision of the raters and the…
Descriptors: Validity, Simulation, Grading, Item Response Theory
Song, Xin-Yuan; Lee, Sik-Yum – Structural Equation Modeling: A Multidisciplinary Journal, 2006
Structural equation models are widely appreciated in social-psychological research and other behavioral research to model relations between latent constructs and manifest variables and to control for measurement error. Most applications of SEMs are based on fully observed continuous normal data and models with a linear structural equation.…
Descriptors: Structural Equation Models, Maximum Likelihood Statistics, Item Response Theory, Error of Measurement
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)