Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 21 |
Since 2016 (last 10 years) | 54 |
Since 2006 (last 20 years) | 82 |
Descriptor
Computer Games | 85 |
Computer Simulation | 85 |
Student Attitudes | 85 |
Foreign Countries | 47 |
Teaching Methods | 39 |
Educational Games | 33 |
Educational Technology | 20 |
Instructional Effectiveness | 20 |
College Students | 18 |
Instructional Design | 18 |
Computer Assisted Instruction | 15 |
More ▼ |
Source
Author
Publication Type
Education Level
Audience
Teachers | 1 |
Location
Taiwan | 8 |
United Kingdom | 5 |
Australia | 4 |
Spain (Madrid) | 4 |
Turkey | 4 |
Germany | 3 |
Japan | 3 |
Nigeria | 3 |
Portugal | 3 |
South Korea | 3 |
United States | 3 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Wechsler Preschool and… | 1 |
What Works Clearinghouse Rating
Free, Nicholas; Menendez, Hector M., III; Tedeschi, Luis O. – Education and Information Technologies, 2022
The lack of real-life experiences, such as handling livestock at a production facility (e.g., ranch), exists for a variety of reasons such as availability, liability, time, and cost, amongst others. As more students enter undergraduate animal science programs without prior exposure to animal handling, the necessity for more hands-on, real-life…
Descriptors: Educational Games, Animal Husbandry, Experiential Learning, Undergraduate Students
Huang, Yueh-Min; Silitonga, Lusia M.; Murti, Astrid T.; Wu, Ting-Ting – Journal of Educational Computing Research, 2023
Higher-order thinking skills (HOTS) are reliable predictors of success in school and the workplace. A typical technique for encouraging higher-order thinking is to use instructional design interventions that engage learners in simple cognitive activities. Business simulation game (BSG) is one of the types of interactive learning environments that…
Descriptors: Learner Engagement, Undergraduate Students, Business Administration Education, Educational Games
Jasmin Bastian; Christian Toth; Christina Wolf – International Association for Development of the Information Society, 2022
The authors developed, implemented, and evaluated a digital simulation game for media education in teacher training. The aim of the simulation game is to simulate decision-making processes in schools for the implementation of hybrid teaching in the context of the pandemic. The question is whether the participation in a digital simulation games…
Descriptors: Computer Games, Computer Simulation, Media Education, Blended Learning
Khamitova, Makpal; Tymbolova, Altynay; Omarbayeva, Gulmira; Zholshayeva, Maira – Education and Information Technologies, 2023
The research aims to prove the effectiveness of introducing linguoculturology, sociolinguistics, ethnolinguistics, pragmastilistics and psycholinguistics using augmented reality tools into the learning process. For this, the method of quasi-experiment was used. The study involved 75 students studying the Kazakh language at the Department of Kazakh…
Descriptors: Psycholinguistics, Sociolinguistics, Foreign Countries, Computer Simulation
Bodzin, Alec; Junior, Robson Araujo; Hammond, Thomas; Anastasio, David – Journal of Science Education and Technology, 2021
An immersive virtual reality (iVR) game for high school students to learn about locations in their watershed with a primary focus on their city was designed and developed, employing a design model that focuses on flow. An exploratory study with the iVR game was conducted in an urban school in the eastern USA with 57 adolescents ages 16-18 from a…
Descriptors: High School Students, Computer Games, Computer Simulation, Place Based Education
Klein, Michael G.; Jackson, Peter L.; Mazereeuw, Miho – Decision Sciences Journal of Innovative Education, 2022
Effective disaster response requires time-critical decisions to get personnel and supplies to the right places as quickly as possible. Such operations are complicated by the need for coordination among multiple stakeholders. In this teaching brief, we describe a serious online game for humanitarian logistics courses called the "Disaster…
Descriptors: Social Values, Natural Disasters, Emergency Programs, Decision Making
Fussell, Stephanie G.; Truong, Dothang – Interactive Learning Environments, 2023
Virtual reality (VR) is the latest type of technology being developed and rapidly integrated into training environments. This study investigated students' intentions to use VR for training. The Technology Acceptance Model (TAM) was expanded to include two factors that are relevant to using VR in a dynamic learning environment. A survey of 310…
Descriptors: Computer Simulation, Aviation Education, Technology Uses in Education, Student Attitudes
Yu-Ju Lan; Mei-Feng Shih; Yu-Ting Hsiao – Educational Technology & Society, 2024
This study aimed to create a game as scaffolding in 3D virtual worlds to enhance linguistic communication skills (LCS) in children with attention deficit hyperactivity disorder (ADHD). Two ADHD children participated in the 17-week study. In 8 of the 17 weeks of the study, they logged in 3D virtual worlds to learn LCS through play twice a week, one…
Descriptors: Computer Games, Language Skills, Communication Skills, Attention Deficit Hyperactivity Disorder
Matute-Vallejo, Jorge; Melero-Polo, Iguácel – Australasian Journal of Educational Technology, 2019
This study aimed to empirically predict the degree of acceptance of an online business simulation game in an educational context. To do so, this study proposed an extended technology acceptance model that includes variables such as perceived enjoyment and flow. In addition, the moderating role of students' personal innovativeness in the technology…
Descriptors: Foreign Countries, Undergraduate Students, Business Administration Education, Computer Games
Shonfeld, Miri; Greenstein, Yoram – British Journal of Educational Technology, 2021
This paper focuses on student attitudes about using a virtual world (VW) learning platform. VWs allow students to meet via avatars and experience events that simulate real social experiences. It can also enhance student motivation, learning and collaboration. However, studies have reported that many students and teachers find VW difficult to use,…
Descriptors: Preservice Teachers, College Students, Student Attitudes, Computer Simulation
Bamufleh, Dalal; Hussain, Reem; Sheikh, Eman; Khodary, Khlood – Journal of Education and Learning, 2020
As a new trend in learning, simulation games play an active and essential role in the area of educational technology. Gaming makes a positive impact on the learning process. It has the capability to enhance creativity, problem-solving, communication, decision-making, and collaboration (Faizan et al., 2015). This paper is aimed at exploring the…
Descriptors: Computer Simulation, Computer Games, Game Based Learning, Student Attitudes
Lai, Kuo-Wei Kyle; Chen, Hao-Jan Howard – Computer Assisted Language Learning, 2023
Research on vocabulary acquisition in digital game-based learning has been increasing over the years, with advancements in technology giving rise to numerous learning alternatives in second language acquisition. As virtual reality gaming offers new opportunities to explore its effectiveness in language learning, it is thus important to investigate…
Descriptors: Vocabulary Development, Game Based Learning, Second Language Learning, Second Language Instruction
Tor, Noam; Gordon, Goren – International Association for Development of the Information Society, 2018
Curiosity is one of the 21st century skills and is especially paramount in the digital age. However, curiosity is multifaceted and can be expressed in many ways. Furthermore, assessment of curiosity is often based on self-report or subjective observations. We present work in progress for the development of a digital quantitative assessment game…
Descriptors: 21st Century Skills, Information Technology, Computer Games, Computer Simulation
Preuß, Anna Katharina – International Journal of Game-Based Learning, 2020
The cognitive-motivational process model of learning describes how personality traits in a specific situation influence current learner motivation and through certain mediators, the learning outcome. This study investigates the influence of personality traits and current motivation on these mediators. For 86 high school students playing a…
Descriptors: Personality Traits, Motivation, Computer Simulation, Computer Games
Wu, Mei-Hung – Computer Assisted Language Learning, 2021
The rise of augmented reality hits the world of Information, Communication and Technology which brings about the booming phenomenon of mobile games. One of hot mobile game with the successful application of augmented reality is "Pokémon Go," issued in August 2016. The uses of augmented reality not only give the gamers a new kind…
Descriptors: Computer Simulation, Telecommunications, Handheld Devices, Computer Games