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Richard Hannah – Research in Learning Technology, 2024
The purpose of this research was to investigate the effects of short virtual reality (VR) exercises on knowledge retention for adult learners at a contractor safety training organisation supporting the energy industry who took computer-based training (CBT) courses. The intent was to simulate a delay period similar to that experienced by…
Descriptors: Computer Simulation, Retention (Psychology), Knowledge Level, Adult Learning
Shakiba Razmeh – Journal for Multicultural Education, 2024
Purpose: The purpose of this study is to examine the impact of computer-assisted language learning on cultural adaptation and language learning in non-traditional classroom settings. Design/methodology/approach: The data of this study came from extended periods of observation, multiple rounds of semi-structured interviews and home visits. Using…
Descriptors: Computer Assisted Instruction, Teaching Methods, Second Language Instruction, Second Language Learning
Fuhrman, Orly; Eckerling, Anabel; Friedmann, Naama; Tarrasch, Ricardo; Raz, Gal – Journal of Computer Assisted Learning, 2021
A challenging aspect of foreign language acquisition is learning new vocabulary. Research has demonstrated the benefits of motor action to vocabulary learning, though these findings are rarely translated into teaching and learning practices. In this work, we present a novel paradigm for vocabulary learning in a virtual reality environment,…
Descriptors: Computer Assisted Instruction, Second Language Learning, Second Language Instruction, Recall (Psychology)
Chen, Julian ChengChiang – Research-publishing.net, 2014
English as a foreign language (EFL) learners' language use in 3-D virtual environments is a vibrant avenue that still deserves more research attention in the field of CALL. To contribute research and pedagogical implications to the current Second Life (SL) literature, this study aims to examine EFL adult learners' use of communication strategies…
Descriptors: Case Studies, Second Language Learning, Second Language Instruction, Learning Strategies
Keskitalo, Tuulikki – Australasian Journal of Educational Technology, 2012
Expectations for simulations in healthcare education are high; however, little is known about healthcare students' expectations of the learning process in virtual reality (VR) and simulation-based learning environments (SBLEs). This research aims to describe first-year healthcare students' (N=97) expectations regarding teaching, studying, and…
Descriptors: Foreign Countries, Adult Learning, Adult Students, Expectation
King, Kathleen P., Ed.; Cox, Thomas D., Ed. – IAP - Information Age Publishing, Inc., 2010
This book is provided as a guide, encouragement and handbook for faculty to introduce digital media in language they can understand and provide strategies and activities they can quickly assimilate into their teaching. The authors are excited that more people will be able to benefit from the powerful help and guidance contained in this book. This…
Descriptors: Video Technology, Paleontology, Adult Learning, Educational Technology
Tobias, Sigmund, Ed.; Fletcher, J. D., Ed. – IAP - Information Age Publishing, Inc., 2011
There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games,…
Descriptors: Evidence, Constructivism (Learning), Play, Video Games
Dede, Christopher – Educational Communication and Technology Journal, 1987
Discusses the use of artificial intelligence to improve occupational instruction in complex subjects with high performance goals, such as those required for high-technology jobs. Highlights include intelligent computer assisted instruction, examples in space technology training, intelligent simulation environments, and the need for adult training…
Descriptors: Adult Learning, Aerospace Education, Artificial Intelligence, Behavioral Objectives
Nelson, Jorge O. – 1993
Military personnel facing forced retirement are prime candidates for retraining as teachers. As mature adult learners, retiring/retired military personnel have certain needs that must be addressed if they are to become successful in their educational careers. Knowles' six assumptions of andragogy acknowledge these special needs as follows: adults…
Descriptors: Adult Education, Adult Learning, Adult Students, Andragogy

Bixler, Brett; Spotts, John – T.H.E. Journal, 1994
Describes the design and use of SCORE (Sales and Customer Service Occupational Readiness Education), courseware developed by AT&T to provide midliterate adult customer service representatives with computer-assisted instruction. Topics addressed include job simulations; skills in reading, writing, math, problem solving, and critical thinking;…
Descriptors: Adult Learning, Adult Literacy, Computer Assisted Instruction, Computer Simulation
Rieber, Lloyd P.; And Others – Journal of Computer-Based Instruction, 1990
Discussion of instructional visuals and practice techniques as effective learning strategies focuses on a study of undergraduates that examined the effects of animated instruction and practice on adult learning in a computer-based science lesson. Analyses of the results indicate that practice affects performance measures more than visual…
Descriptors: Academic Achievement, Adult Learning, Analysis of Variance, Computer Assisted Instruction
Ellis, Edwin, Ed. – 1990
This volume of proceedings of the 1990 National Educational Computing Conference (NECC) provides a record of the state-of-the-art in the use of computing in a variety of educational settings. Special sessions, panels, projects, 153 abstracts, and 44 papers are reported here on subjects including: elementary and secondary educational software,…
Descriptors: Adult Learning, Class Activities, Computer Assisted Instruction, Computer Networks