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Caroline Archambault; Geerte Verduijn – Journal of Experiential Education, 2024
Background: University teachers in various fields have turned to the experiential tool of poverty simulations to help prepare students to work effectively and ethically with people living in poverty. Their efficacy is reportedly mixed. While several studies claim positive results on student knowledge, skills, and attitudes, others highlight risks…
Descriptors: Foreign Countries, Undergraduate Students, College Faculty, Poverty
Viswanathan, Madhu; Sreekumar, Arun; Duncan, Ronald; Cai, Sophy – Journal of Teaching in International Business, 2022
We describe lessons learned from one-and-a-half decades of global virtual immersion practices in subsistence marketplaces, and explore implications for international business teaching and learning in the post-pandemic world. Global virtual immersion refers to bottom-up learning experiences, typically in contexts much different than what we may be…
Descriptors: Empathy, Computer Simulation, Learning Processes, Distance Education
Rethinking Online Learning Design to Enhance the Experiences of Indigenous Higher Education Students
Reedy, Alison Kay – Australasian Journal of Educational Technology, 2019
The educational inequity that Aboriginal and Torres Strait Islander people have experienced in higher education in Australia is replicated in virtual learning spaces, with generic models of online learning design taking little account of cultural factors that impact on learning. To counter this, new approaches to online learning design are needed…
Descriptors: Online Courses, Educational Experience, Equal Education, Higher Education
De Grove, Frederik; Van Looy, Jan; Neys, Joyce; Jansz, Jeroen – Electronic Journal of e-Learning, 2012
The goal of this study is to gain insight into the effects of context on educational game experience. Using a quasi-experimental setup, it compares the playing and learning experiences of adolescent players of the awareness-raising game PING in a domestic (N=135) and a school (N=121) context. Results indicate that both gaming (identification,…
Descriptors: Foreign Countries, Educational Games, Learning Experience, Poverty