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Syynimaa, Kirsi; Lainema, Kirsi; Lainema, Timo – International Association for Development of the Information Society, 2022
Game-based learning (GBL) environments are shown to support open-ended inquiry, collaborative learning, shared knowledge creation and decision-making processes. The study at hand focuses on examining students' descriptions of problematic situations and collaborative learning in a virtual simulation game. We were interested in what kinds of…
Descriptors: Teamwork, Cooperative Learning, Game Based Learning, Electronic Learning
Hernández-Lara, Ana Beatriz; Perera-Lluna, Alexandre; Serradell-López, Enric – Education & Training, 2021
Purpose: With the growth of digital education, students increasingly interact in a variety of ways. The potential effects of these interactions on their learning process are not fully understood and the outcomes may depend on the tool used. This study explores the communication patterns and learning effectiveness developed by students using two…
Descriptors: Game Based Learning, Learning Analytics, Computer Mediated Communication, Asynchronous Communication
Liu, Yingjie; Shirley, Thomas – Online Learning, 2021
While all higher education was affected by the COVID-19 pandemic, study abroad programs were uniquely challenged by the associated restrictions and limitations. This case study integrates a Collaborative Online International Learning (COIL) pedagogy approach and virtual reality (VR) technologies into the curriculum redesign process to transform a…
Descriptors: Study Abroad, Online Courses, Electronic Learning, Computer Simulation
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
Levy, Yair; Ramim, Michelle M. – Interdisciplinary Journal of e-Skills and Lifelong Learning, 2015
There is a growing interest in the assessment of tangible skills and competence. Specifically, there is an increase in the offerings of competency-based assessments, and some academic institutions are offering college credits for individuals who can demonstrate adequate level of competency on such assessments. An increased interest has been placed…
Descriptors: Electronic Learning, Computer Simulation, Competency Based Education, Business Skills
Privas-Bréauté, Virginie – The EUROCALL Review, 2016
In this article, we shall examine why the creation of avatars in virtual worlds facilitates the learning of business English. We are committed to determining the factors that enable students in a French business school to consolidate their skills in English (from linguistic, socio-linguistic and pragmatic standpoints) and to develop more general…
Descriptors: English for Special Purposes, Second Language Learning, Second Language Instruction, Business English
Bider, Ilia; Henkel, Martin; Kowalski, Stewart; Perjons, Erik – Interactive Technology and Smart Education, 2015
Purpose: This paper aims to report on a project aimed at using simulation for improving the quality of teaching and learning modeling skills. More specifically, the project goal was to facilitate the students to acquire skills of building models of organizational structure and behavior through analysis of internal and external documents, and…
Descriptors: Computer Simulation, Apprenticeships, Multimedia Instruction, Multimedia Materials
Pasin, Federico; Giroux, Helene – Computers & Education, 2011
This study presents a new simulation game and analyzes its impact on operations management education. The proposed simulation was empirically tested by comparing the number of mistakes during the first and second halves of the game. Data were gathered from 100 teams of four or five undergraduate students in business administration, taking their…
Descriptors: Undergraduate Students, Business Administration Education, Teaching Methods, Educational Games
Jain, Ameeta; Thomson, Dianne; Farley, Alan; Mulready, Pamela – Assessment & Evaluation in Higher Education, 2012
The introduction of a social software blog space called the Trading Room in an undergraduate finance unit generated a great deal of activity to support student learning. A subsequent evaluation of this innovation, viewed through the lens of Activity Theory, demonstrated that students perceived high value in the opportunity it provided for them to…
Descriptors: Foreign Countries, Learner Engagement, Feedback (Response), Course Evaluation
Tao, Yu-Hui; Yeh, C. Rosa; Hung, Kung Chin – Computers & Education, 2012
Previous studies on business simulation games (BSGs) have concluded that improved performance may not be the primary benefit of using BSGs, due to mixed results between student performance and perceptions. Two relevant and insightful issues attract our attention, namely, the impacts of the heterogeneous student population and the different…
Descriptors: Academic Achievement, Student Characteristics, Learning Motivation, Regression (Statistics)
Beckem, John M., II; Watkins, Michael – Journal of Asynchronous Learning Networks, 2012
Higher education institutions are under significant pressure to provide affordable, sustainable approaches that will prepare their students with the skills they will need after graduation to achieve success in the 21st Century workplace. Digital Media Simulations are among the new technologies that have emerged with the promise to help…
Descriptors: Computer Simulation, Asynchronous Communication, Learner Engagement, Educational Technology
Nunes, Miguel Baptista, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2019
These proceedings contain the papers and posters of the International Conference on e-Learning (EL) 2019, which was organised by the International Association for Development of the Information Society and co-organised by the Instituto Superior de Engenharia do Porto, in Porto, Portugal, July 17-19, 2019. The EL 2019 conference aims to address the…
Descriptors: Educational Technology, Technology Uses in Education, Mathematics Instruction, Cooperation
Supramaniam, Mahadevan; Shanmugam, Bala – Online Submission, 2009
The purpose of this study was to examine the implementation flow and development of retail bank management simulation based training system which could provide a comprehensive knowledge about the operations and management of banks for the banking students. The prototype of a Retail banking simulation based training system was developed based on…
Descriptors: Banking, Client Server Architecture, Retailing, Instructional Design
Lawrence, Arul A. S. – Online Submission, 2015
The XX IDEA annual conference has been focused and reflected on different ways and means of meeting various kinds of methodological challenges, new technologies and multi-media developments, newly emerging partnerships and collaboration between emerging sectors on one hand and between the institutions functioning with similar objectives and…
Descriptors: Foreign Countries, Open Education, Distance Education, Barriers
Summers, Gary J. – Simulation & Gaming, 2004
New technologies are transforming the business simulation industry. The technologies come from research in computational fields of science, and they endow simulations with new capabilities and qualities. These capabilities and qualities include computerized behavioral simulations, online feedback and coaching, advanced interfaces, learning on…
Descriptors: Feedback (Response), Industry, Coaching (Performance), Business Administration Education
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