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Ronald L. Reyes; Kristina P. Isleta; Jennifer D. Regala; Daisy Mae R. Bialba – Journal of Computer Assisted Learning, 2024
Background: The adoption of virtual laboratories (VLs) has experienced a significant surge, catalysed by the global changes in the educational landscape, notably influenced by the COVID-19 pandemic. Originally supplementary to traditional in-person laboratory experiments, VLs swiftly transitioned into a primary source of hands-on laboratory…
Descriptors: Science Laboratories, Computer Simulation, Educational Technology, Science Instruction
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Guillaume Decormeille; Thomas Geeraerts; Médéric Descoins; Nathalie Huet – Applied Cognitive Psychology, 2025
Screen-based simulation (SBS) can complement traditional nursing courses. We compared the effect of innovative virtual environments not widespread in French nursing schools on self-efficacy, quiz performance, and self-regulated learning behaviors. This quasi-experimental study involved 1183 student nurses. Participants were divided into an…
Descriptors: Foreign Countries, Nursing Education, Nursing Students, Computer Simulation
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Yew Kong Lee; Ping Yein Lee; Yee Ling Lau; Chirk Jenn Ng; Wei Leik Ng; Thiam Kian Chiew; Adina Abdullah; Jamuna Vadivelu; Amirah Amir; Christina Phoay Lay Tan; Caroline Kwong Leng Chin – Journal of Applied Research in Higher Education, 2025
Purpose: This study aimed to evaluate the effectiveness of using a virtual patient (VP) software program in increasing clinical reasoning skills confidence among medical students. Design/methodology/approach: A quasi-experimental design was used to compare the outcomes of students' confidence levels on clinical reasoning between problem-based…
Descriptors: Foreign Countries, Medical Students, Clinical Diagnosis, Computer Simulation
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Zappatore, Marco – International Journal of Information and Learning Technology, 2022
Purpose: Before COVID-19 pandemic, translation students in higher education attended courses on computer-assisted translation to acquire operational knowledge of professional software, without experiencing collaborative/interactive learning. In few European universities skills labs were introduced to offer fieldwork-like activities, but without…
Descriptors: Translation, COVID-19, Pandemics, School Closing
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Urlings, Judith H. J.; Roelofs, Erik; Cuenen, Ariane; Brijs, Kris; Brijs, Tom; Jongen, Ellen M. M. – Educational Gerontology, 2019
A possible path towards preserving and remediating driving skills while aging is driver training. Previous studies have yielded mixed results with respect to various types of interventions, such as classroom-based training, on-road driving classes and functional abilities training. The present study-incorporated training features found to be…
Descriptors: Educational Gerontology, Older Adults, Driver Education, Computer Simulation
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Jyoti, Vishav; Lahiri, Uttama – IEEE Transactions on Learning Technologies, 2020
Children with autism spectrum disorder (ASD) are characterized by deficits in social communication, partly attributed to the inability to pick up cues from social partners using joint attention (JA) skill. These deficits have cascading adverse effects on language acquisition and the development of cognitive skills. Therapist-mediated JA…
Descriptors: Computer Simulation, Autism, Pervasive Developmental Disorders, Children
Lin, Grace Hui Chin – Online Submission, 2020
This research was aimed at investigating the pedagogical roles of computer games (Hao et al, 2019, Chen & Hsu, 2019). It explored the impact of computer "mixed with language" (White et al, 2019) training, using simulation games, upon language acquisition and diverse daily-life knowledge. In a teacher preparation university of western…
Descriptors: Game Based Learning, Teaching Methods, Computer Games, Training
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Pappa, Giouli; Papadima-Sophocleous, Salomi – Research-publishing.net, 2018
"Serious Games [SGs] are applications combining educational content with gameplay by integrating learning objectives into a game-like environment" (Thillainathan & Leimeister, 2014, p. 1). However, they have not been used much in language teacher education and training (Ulicsak, 2010). This paper describes the design of…
Descriptors: Educational Games, Second Language Learning, Computer Assisted Instruction, Creative Writing
Howard, Matt C. – ProQuest LLC, 2015
In the current document, an integrative CBT-TTF framework is created, which proposes: technologies that require large amounts of working memory are best at improving outcomes that require little working memory to develop, and vice versa. Then, a meta-analysis of virtual reality (VR) training programs (which require great amounts of working memory)…
Descriptors: Science Fiction, Inquiry, Intervention, Computer Simulation
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Collentine, Joseph; Collentine, Karina – CALICO Journal, 2015
Conceptual replication within a computer-assisted language learning (CALL) environment provides an understanding of the generalizability of second language acquisition (SLA) research (Porte, 2013; Smith & Schulze, 2013). The present study replicates Collentine (1998a), a classroom-based experiment framed within a larger discussion on the…
Descriptors: Computer Assisted Instruction, Educational Technology, Grammar, Teaching Methods
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Thavikulwat, Precha – Simulation & Gaming, 2012
This study applies the learning curve method of measuring learning to participants of a computer-assisted business gaming simulation that includes a multiple-life-cycle feature. The study involved 249 participants. It verified the workability of the feature and estimated the participants' rate of learning at 17.4% for every doubling of experience.…
Descriptors: Educational Games, Simulation, Evaluation Methods, Computer Assisted Instruction
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Ioi, Toshihiro; Ono, Masakazu; Ishii, Kota; Kato, Kazuhiko – Campus-Wide Information Systems, 2012
Purpose: The purpose of this paper is to propose a method for the transfer of knowledge and skills in project management (PM) based on techniques in knowledge management (KM). Design/methodology/approach: The literature contains studies on methods to extract experiential knowledge in PM, but few studies exist that focus on methods to convert…
Descriptors: Expertise, Knowledge Management, Business Administration, Facilitators (Individuals)
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Girvan, Carina; Tangney, Brendan; Savage, Timothy – Computers & Education, 2013
Constructionism places an emphasis on the process of constructing shareable artefacts. Many virtual worlds, such as "Second Life", provide learners with tools for the construction of objects and hence may facilitate in-world constructionist learning experiences. However, the construction tools available present learners with a significant barrier…
Descriptors: Programming, Interviews, Distance Education, Novices
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Leger, Pierre-Majorique; Charland, Patrick; Feldstein, Harvey D.; Robert, Jacques; Babin, Gilbert; Lyle, Derick – Journal of Information Technology Education, 2011
Enterprise Resource Planning (ERP) systems are commercial software packages that enable the integration of transactions-oriented data and business processes throughout an organization. Most of the world's largest organizations have already adopted an ERP system, and many mid-size organizations are turning to them as well. The implementation of an…
Descriptors: Program Effectiveness, Educational Technology, Simulation, Industry
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Fox, Kaitlyn; Whitehead, Anthony – Interactive Technology and Smart Education, 2011
Purpose: In the authors' experience, the biggest issue with pose-based exergames is the difficulty in effectively communicating a three-dimensional pose to a user to facilitate a thorough understanding for accurate pose replication. The purpose of this paper is to examine options for pose presentation. Design/methodology/approach: The authors…
Descriptors: Foreign Countries, Feedback (Response), Photography, Training Methods
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