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Tyler G. Harvey; Delphine Dean – Biomedical Engineering Education, 2025
Challenge: While hands-on laboratory experiences are an important component of biomedical engineering curricula, many of the topics which would often benefit most from these experiences are often too time-, space-, and resource-intensive to incorporate into laboratory classes. One such topic is electrophysiology, where phenomena are hard to…
Descriptors: Discovery Learning, Computer Uses in Education, Computer Simulation, Hands on Science
Ishant Singhal; Guru Ratan Satsangee; Lakshya Bhardwaj; Gaurang S. Sharma; Anand Swarup Chandrakar; Hritav Gupta; Gargi Malik; Bobby Tyagi; Ankit Sahai; Rahul Swarup Sharma – IEEE Transactions on Learning Technologies, 2024
3D-printing (3DP) is a rapidly evolving sector and is advancing at an unmatched pace. Integrating digital-based approaches to disseminate knowledge within institutional curricula is crucial for mainstreaming knowledge. This work explores the development of a virtual lab (VL) for additive manufacturing (AM), using an interactive VL simulator. The…
Descriptors: Computer Peripherals, Printing, Laboratories, Computer Simulation
Rebecca L. Hite; Gina M. Childers; Jill Hoffman – International Journal of Science Education, Part B: Communication and Public Engagement, 2025
The transformation of natural history and science museums from receptacles (temples) to facilitators (forums) of knowledge fosters discourse around issues relating to science and society, known as social scientific issues (SSI). To assist guests with enhanced object-based learning, extended reality (XR) technologies are thought to leverage the…
Descriptors: Social Theories, Science and Society, Science Education, Museums
Imamoglu, Mehmet; Imamoglu, Osman – Online Submission, 2018
The purpose of this study is to examine three-dimensional human modeling software suitable for use in the field of sport sciences. Three-dimensional modeling takes place by transferring virtual objects to objects in our real or imaginary world. Virtual objects, which are transferred to virtual environments by a designer or a design team using…
Descriptors: Visual Aids, Computer Software, Human Body, Sports Medicine
Pallas, Josh; Eidenfalk, Joakim; Engel, Susan – Australasian Journal of Educational Technology, 2019
This article reports on a pilot undergraduate subject that incorporated a range of technology-enhanced learning approaches including online lectures, an online site for in and out of class communications, and strong encouragement for students to blog and use Twitter. This paper evaluates student engagement through the social networking sites…
Descriptors: Undergraduate Students, Learner Engagement, Social Media, Computer Uses in Education
Tandy, Cynthia; Vernon, Robert; Lynch, Darlene – Journal of Social Work Education, 2017
A prototype standardized client was created and programmed to respond to students in the 3D virtual world of Second Life. This automaton, called a "chatbot," was repeatedly interviewed by beginning MSW students in a practice course as a learning exercise. Initial results were positive and suggest the use of simulated clients in virtual…
Descriptors: Social Work, Professional Education, Masters Programs, Graduate Students
Lisichenko, Richard – Geography Teacher, 2015
As with all classroom innovations intended to improve geographic education, the adoption of virtual reality (VR) poses issues for consideration prior to endorsing its use. Of these, effectiveness, implementation, and safe use need to be addressed. Traditionally, sense of place, geographic knowledge, and firsthand experiences provided by field…
Descriptors: Geography Instruction, Computer Simulation, Computer Uses in Education, Field Trips
Daily, Shaundra B.; Leonard, Alison E.; Jörg, Sophie; Babu, Sabarish; Gundersen, Kara; Parmar, Dhaval – Technology, Knowledge and Learning, 2015
This emerging technology report describes virtual environment interactions an approach for blending movement and computer programming as an embodied way to support girls in building computational thinking skills. The authors seek to understand how body syntonicity might enable young learners to bootstrap their intuitive knowledge in order to…
Descriptors: Computation, Thinking Skills, Computer Simulation, Computer Uses in Education
Martín Gutiérrez, Jorge; Meneses Fernández, María Dolores – Digital Education Review, 2014
This paper explores educational and professional uses of augmented learning environment concerned with issues of training and entertainment. We analyze the state-of-art research of some scenarios based on augmented reality. Some examples for the purpose of education and simulation are described. These applications show that augmented reality can…
Descriptors: Computer Simulation, Simulated Environment, Educational Environment, Higher Education
Alsadoon, Abeer; Prasad, P. W. C.; Beg, Azam – European Journal of Engineering Education, 2017
Making the students understand the theoretical concepts of digital logic design concepts is one of the major issues faced by the academics, therefore the teachers have tried different techniques to link the theoretical information to the practical knowledge. Use of software simulations is a technique for learning and practice that can be applied…
Descriptors: Computer Software, Information Technology, Computer Simulation, Student Surveys
Hwang, Wu-Yuin; Hu, Shih-Shin – Computers & Education, 2013
Learning geometry emphasizes the importance of exploring different representations such as virtual manipulatives, written math formulas, and verbal explanations, which help students build math concepts and develop critical thinking. Besides helping individuals construct math knowledge, peer interaction also plays a crucial role in promoting an…
Descriptors: Geometry, Geometric Concepts, Control Groups, Experimental Groups
Stroup, Walter M.; Wilensky, Uri – Technology, Knowledge and Learning, 2014
Placed in the larger context of broadening the engagement with systems dynamics and complexity theory in school-aged learning and teaching, this paper is intended to introduce, situate, and illustrate--with results from the use of network supported participatory simulations in classrooms--a stance we call "embedded complementarity" as an…
Descriptors: Systems Approach, Logical Thinking, STEM Education, Learning
Thanaraj, Ann – World Journal of Education, 2016
The use of virtual simulations in Legal Education as a method for learning is relatively rare despite much theoretical support that exists for the benefits in learning. There is also some apprehension on the use of technology in legal education. Both of these are likely due to the lack of solid evaluations concerning the overall impact in…
Descriptors: Computer Simulation, Legal Education (Professions), Computer Uses in Education, Instructional Effectiveness
Greca, Ileana M.; Seoane, Eugenia; Arriassecq, Irene – Science & Education, 2014
Computers and simulations represent an undeniable aspect of daily scientific life, the use of simulations being comparable to the introduction of the microscope and the telescope, in the development of knowledge. In science education, simulations have been proposed for over three decades as useful tools to improve the conceptual understanding of…
Descriptors: Computer Simulation, Computer Uses in Education, Science Education, Teaching Methods
Borthwick, Arlene C.; Anderson, Cindy L.; Finsness, Elizabeth S.; Foulger, Teresa S. – Journal of Digital Learning in Teacher Education, 2015
Wearable personal learning technologies can gather data from the person wearing the device or from the surrounding environment and enable that data to be transferred to another device or shared via the cloud. Wearable technologies can serve as a valuable asset in the classroom enhancing differentiation of instruction and student engagement. They…
Descriptors: Educational Technology, Learner Engagement, Teacher Education, Technology Integration