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Ting, Yu-Liang – Computers & Education, 2013
Numerous studies have proposed and implemented various innovative designs of mobile learning practices, and several pedagogical affordances of mobile technologies in different subject domains have also been suggested. This study proposes a notion for helping instructors design an innovative mobile learning practice in their subject domain. The…
Descriptors: Instructional Design, Computer System Design, Design Requirements, Interpersonal Relationship
Schrader, Claudia; Bastiaens, Theo – Journal of Interactive Learning Research, 2012
This article presents a review of existent literature that provides insight in the effectiveness of computer learning games. Based on this research, the effectiveness of games is illustrated in detail with regard to three current perspectives on games: design characteristics of games, the process of gameplay and the reflection of specific…
Descriptors: Computer Games, Educational Games, Design Requirements, Literature Reviews
Bedwell, Wendy L.; Pavlas, Davin; Heyne, Kyle; Lazzara, Elizabeth H.; Salas, Eduardo – Simulation & Gaming, 2012
The serious games community is moving toward research focusing on direct comparisons between learning outcomes of serious games and those of more traditional training methods. Such comparisons are difficult, however, due to the lack of a consistent taxonomy of game attributes for serious games. Without a clear understanding of what truly…
Descriptors: Taxonomy, Comparative Analysis, Video Games, Computer Games
Tetteh, Edem; McWilliams, Douglas – Simulation & Gaming, 2010
Customer needs for high-quality goods and the risk of product-liability litigation against businesses have made companies look for a way to sustain quality assurance in their products and services. Lean manufacturing is the latest and most successful system being used by companies to turn their business around. Visual inspection plays an important…
Descriptors: Quality Control, Inspection, Job Skills, Undergraduate Students
Ncube, Lisa B. – Simulation & Gaming, 2010
This article discusses the functions and effectiveness of games and simulations in the learning processes, in particular as an experiential learning methodology. The application of the game Lemonade Tycoon in the development of lean manufacturing concepts is described. This article addresses the use of the game to teach the principles of lean…
Descriptors: Experiential Learning, Cooperative Learning, Learning Processes, Teaching Methods
Plass, Jan L.; Homer, Bruce D.; Hayward, Elizabeth O. – Journal of Computing in Higher Education, 2009
This paper reviews research on learning from dynamic visual representations and offers principles for the design of animations and simulations that assure their educational effectiveness. In addition to established principles, new and revised design principle are presented that have been derived from recent research. Our review focuses on the…
Descriptors: Higher Education, Educational Technology, Instructional Effectiveness, Instructional Design
Sanders, Janet H.; Udoka, Silvanus J. – Simulation & Gaming, 2010
Fundamental concepts and definitions of electronic learning (eLearning) continue to emerge, and theories of eLearning that have been advanced thus far cover an array of academic perspectives including training and education, learning and knowledge, and technology and applications to specific market segments. Any study of the effectiveness and…
Descriptors: Electronic Learning, Program Effectiveness, Manufacturing, Virtual Classrooms
Cebeci, Halil Ibrahim; Yazgan, Harun Resit; Geyik, Abdulkadir – ALT-J: Research in Learning Technology, 2009
This study explores the relationship between the student performance and instructional design. The research was conducted at the E-Learning School at a university in Turkey. A list of design factors that had potential influence on student success was created through a review of the literature and interviews with relevant experts. From this, the…
Descriptors: Correlation, College Students, Grade Point Average, Academic Achievement
A Web-Based Lean Simulation Game for Office Operations: Training the Other Side of a Lean Enterprise
Kuriger, Glenn W.; Wan, Huang-da; Mirehei, S. Moussa; Tamma, Saumya; Chen, F. Frank – Simulation & Gaming, 2010
This research proposes a Web-based version of a lean office simulation game (WeBLOG). The game is designed to be used to train lean concepts to office and administrative personnel. This group belongs to the frequently forgotten side of a lean enterprise. Over four phases, the game presents the following seven lean tools: one-piece flow,…
Descriptors: Educational Games, Administrators, Manufacturing, Business Administration
Rivera-Nivar, Mericia; Pomales-Garcia, Cristina – Computers & Education, 2010
This work explores the feasibility of proposing universal design guidelines for E-training modules considering aging differences as an important factor. A controlled experiment was designed and conducted to evaluate the effects of module design characteristics on information recall, satisfaction, disorientation, and task workload, and the…
Descriptors: Design Requirements, Photography, Learning Modules, Recall (Psychology)
Wahlstedt, Ari; Pekkola, Samuli; Niemela, Marketta – British Journal of Educational Technology, 2008
In this paper, it is argued that e-learning environments are currently more like "buildings", i.e., learning spaces, rather than "schools", i.e., places for learning. The concepts originated from architecture and urban design, where they are used both to distinguish static spaces from inhabited places, and more importantly, as design objectives.…
Descriptors: Distance Education, Virtual Classrooms, Electronic Learning, Educational Technology
Wood, Simon; Romero, Pablo – Educational Technology & Society, 2010
Learner centred design methods highlight the importance of involving the stakeholders of the learning process (learners, teachers, educational researchers) at all stages of the design of educational applications and of refining the design through an iterative prototyping process. These methods have been used successfully when designing systems…
Descriptors: Foreign Countries, Electronic Learning, Interaction, Educational Technology
Birchfield, David; Megowan-Romanowicz, Colleen – International Journal of Computer-Supported Collaborative Learning, 2009
Conversational technologies such as email, chat rooms, and blogs have made the transition from novel communication technologies to powerful tools for learning. Currently virtual worlds are undergoing the same transition. We argue that the next wave of innovation is at the level of the computer interface, and that mixed-reality environments offer…
Descriptors: Elementary Secondary Education, Achievement Gains, Student Participation, Earth Science

Shute, Valerie J.; Regian, J. Wesley – Journal of Artificial Intelligence in Education, 1993
Discussion of intelligent tutoring systems (ITS) focuses on what is required to evaluate the efficacy of an ITS. Research and development aspects of ITS are examined; and seven main principles that may be used to design, plan, and implement an effective ITS evaluation are described. (Contains 40 references.) (LRW)
Descriptors: Artificial Intelligence, Computer Assisted Instruction, Design Requirements, Evaluation Methods

Jonassen, David H. – Computers in Human Behavior, 1989
Defines the functions of windows that are used as visual display techniques in computer software systems, reviews research on the effectiveness of window environments, discusses knowledge structures, and presents principles for designing windowed environments based on research findings and individual differences and screen design research. (10…
Descriptors: Computer Assisted Instruction, Computer Software, Design Requirements, Individual Differences
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