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Kaushal Kumar Bhagat; Tianchong Wang; Nitesh Kumar Jha; Georgios Lampropoulos – Australasian Journal of Educational Technology, 2025
The integration of immersive technologies, such as 360-degree virtual reality (VR) in education presents a promising avenue for enhancing teaching and learning. However, educators often face challenges due to limited technical expertise and resource constraints. This study examined the usability and readiness of educators in adopting the 360 VR…
Descriptors: Computer Simulation, Computer Uses in Education, Technology Integration, Educational Technology
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North-Samardzic, Andrea; de Witt, Marlize – Journal of Management Education, 2019
Management educators employ a variety of learning and teaching tools in order to engage students, with online business simulations being one of these tools. While many business simulations are available to management educators, they do not always fit the needs of the educator or have evidence to support their efficacy for achieving student…
Descriptors: Business Administration Education, Learner Engagement, Computer Simulation, Computer Uses in Education
Zapalska, Alina; Brozik, Dallas; Rudd, Denis – Online Submission, 2012
Educational games and simulations are excellent active learning tools that offer students hands-on experience. Little research is available on developing games and simulations and how teachers can be assisted in making their own games and simulations. In this context, the paper presents a multi-step process of how to develop games and simulations…
Descriptors: Educational Games, Active Learning, Educational Technology, Instructional Design
McCall, Jeremiah – Routledge, Taylor & Francis Group, 2011
Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and…
Descriptors: Educational Strategies, Video Games, Educational Games, Computer Simulation
Ramaswami, Rama – Campus Technology, 2011
Just a few years ago, virtual worlds were credited with the power to transform the universe. Used since the late 1990s in military and medical applications, virtual worlds first gained mainstream media attention when Linden Lab released Second Life in 2003. While other worlds, including open source environments, have launched since then (examples…
Descriptors: Foreign Countries, Computer Software, Technical Support, Computer Uses in Education
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Goldstain, Ofir H.; Ben-Gal, Irad; Bukchin, Yossi – IEEE Transactions on Learning Technologies, 2011
Remote learning has been an increasingly growing field in the last two decades. The Internet development, as well as the increase in PC's capabilities and bandwidth capacity, has made remote learning through the internet a convenient learning preference, leading to a variety of new interfaces and methods. In this work, we consider a remote…
Descriptors: Computer Uses in Education, Guidelines, Teaching Methods, Robotics
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Wood, Denise; Willems, Julie – Australasian Journal of Educational Technology, 2012
The Australian Government's widening participation agenda--also referred to as the social inclusion agenda--considers equity through the triple focus of access, participation and outcomes. These foci are catalysts for re-examining teaching and learning approaches in formal education. This article considers this national refocus and the…
Descriptors: Foreign Countries, Disabilities, Inclusion, Outcomes of Education
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Neville, David O.; Shelton, Brett E. – Simulation & Gaming, 2010
As 3D digital game-based learning (3D-DGBL) for the teaching of literature and history gradually gains acceptance, important questions will need to be asked regarding its method of design, development, and deployment. This article offers a synthesis of contemporary pedagogical, instructional design, new media, and literary-historical theories to…
Descriptors: Curriculum Development, Social Networks, Humanities Instruction, Literature