Publication Date
In 2025 | 1 |
Since 2024 | 3 |
Since 2021 (last 5 years) | 5 |
Since 2016 (last 10 years) | 10 |
Since 2006 (last 20 years) | 11 |
Descriptor
Source
Author
Publication Type
Tests/Questionnaires | 11 |
Journal Articles | 10 |
Reports - Research | 9 |
Dissertations/Theses -… | 1 |
Reports - Descriptive | 1 |
Education Level
Higher Education | 6 |
Postsecondary Education | 5 |
Elementary Education | 3 |
Middle Schools | 2 |
Adult Education | 1 |
Grade 6 | 1 |
Intermediate Grades | 1 |
Junior High Schools | 1 |
Secondary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Xiaojia Wang; Rickard Enstroem – Decision Sciences Journal of Innovative Education, 2024
Information flow is one of the three main flows of supply chains. It is an abstract concept that can be challenging for students to grasp in its entirety. This article describes a role-playing game for teaching the topic of information flow in an undergraduate supply chain management course. The game allows students to simulate receiving and…
Descriptors: Role Playing, Educational Games, Undergraduate Study, Economics Education
Mirjam West; Petra Baettig-Frey – Educational Technology & Society, 2025
Preserving biodiversity is vital, and early education plays a key role in fostering environmental awareness. An Augmented Reality Outdoor Mission (AROM) has been created as an innovative educational tool for children between the ages 7 and 11. AROM combines entertainment and education and is designed to engage elementary schoolchildren and…
Descriptors: Computer Simulation, Science Education, Biodiversity, Biology
Mystakidis, Stylianos; Besharat, Jeries; Papantzikos, George; Christopoulos, Athanasios; Stylios, Chrysostomos; Agorgianitis, Spiros; Tselentis, Dimitrios – Education Sciences, 2022
Immersive virtual reality (VR) is a technology that can be effective for procedural skills training through game-based simulations such as serious games. The current study describes the instructional design, development, and evaluation of the FSCHOOL fire preparedness serious game in a cave automatic virtual environment (CAVE-VR) for elementary…
Descriptors: Curriculum Development, Curriculum Design, Curriculum Evaluation, Computer Simulation
Zhenzhen Qi – ProQuest LLC, 2023
In the age of computing, we rely on software to manage our days, from the moment we wake up until we go to sleep. Software predicts the future based on actualized data from the past. It produces procedures instead of experiences and solutions instead of care. Software systems tend to perpetuate a normalized state of equilibrium. Their application…
Descriptors: Computer Simulation, Video Games, Visual Aids, Computer Games
Mark Frydenberg; David J. Yates; Andre Noonan – Information Systems Education Journal, 2024
This paper explores the course design and implementation of a first-year discovery seminar on "Living in the Metaverse" offered at a business university. Integrated with standardized college-readiness topics, the course combines hands-on activities with collaborative assignments and class discussions to present a multidisciplinary…
Descriptors: Pedagogical Content Knowledge, Technological Literacy, Interdisciplinary Approach, First Year Seminars
Garneli, Varvara; Chorianopoulos, Konstantinos – Interactive Learning Environments, 2018
Various aspects of computational thinking (CT) could be supported by educational contexts such as simulations and video-games construction. In this field study, potential differences in student motivation and learning were empirically examined through students' code. For this purpose, we performed a teaching intervention that took place over five…
Descriptors: Science Instruction, Teaching Methods, Educational Technology, Technology Uses in Education
Lucas, Terry – E-Learning and Digital Media, 2019
Animation can be used for various purposes such as for procedural and motor skill learning (i.e., dance, sports, and motor rehabilitation). In the context of visual design, this study explores the possible influence of realism (levels of visual detail) in animation at the cognitive stage of motor skill acquisition. Students (N = 64) with low-prior…
Descriptors: Realism, Psychomotor Skills, Difficulty Level, Animation
Scholz, Kyle W.; Schulze, Mathias – Language Learning & Technology, 2017
Recent research in digital game-based language learning has been encouraging, yet it would benefit from research methods that focus on the gaming processes and second-language development (Larsen-Freeman, 2015) rather than learner/player reflection or individuals' beliefs about the validity of gameplay. This has proven challenging as research…
Descriptors: Second Language Learning, Second Language Instruction, Role Playing, Observation
Liu, Chiung-Lin – Interactive Learning Environments, 2017
This study used OpenTTD, a video game that supports in-depth experiential learning, to evaluate undergraduate students' opinions regarding supply chain and logistics management learning. The 101 undergraduate participants were assigned to either an experimental group or a control group. From the post-test questionnaires, the analytical results…
Descriptors: Undergraduate Students, Control Groups, Experimental Groups, Questionnaires
Mohsen, Mohammed Ali – Journal of Educational Computing Research, 2016
One of the main issues in language learning is to find ways to enable learners to interact with the language input in an involved task. Given that computer-based simulation allows learners to interact with visual modes, this article examines how the interaction of students with an online video simulation affects their second language video…
Descriptors: Computer Simulation, Computer Assisted Instruction, English (Second Language), Second Language Instruction
Alexander, Erica – Excellence in Education Journal, 2013
In America, there is a growing consensus that educational video games should be used in the classroom to meet the needs of 21st Century learners. According to the American Federation of Scientists (2006), students that "have grown up with digital technology and video games are especially poised to take advantage of the features of educational…
Descriptors: Grade 6, Reading Instruction, Video Games, Computer Simulation