Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 14 |
Since 2006 (last 20 years) | 26 |
Descriptor
Foreign Countries | 26 |
Simulated Environment | 26 |
Student Surveys | 26 |
Computer Simulation | 16 |
Educational Technology | 14 |
Student Attitudes | 14 |
Technology Uses in Education | 14 |
College Students | 10 |
Teaching Methods | 9 |
Instructional Effectiveness | 8 |
Pretests Posttests | 7 |
More ▼ |
Source
Author
Baker, Doris Luft | 2 |
Butler, Des | 2 |
Cole, Ronald | 2 |
Hautala, Jarkko | 2 |
Huang, Hsiu-Mei | 2 |
Keurulainen, Aleksi | 2 |
Liaw, Shu-Sheng | 2 |
Richardson, Ulla | 2 |
Ronimus, Miia | 2 |
Akyuz, Halil Ibrahim | 1 |
AuYeung, Gigi | 1 |
More ▼ |
Publication Type
Journal Articles | 23 |
Reports - Research | 22 |
Tests/Questionnaires | 3 |
Reports - Evaluative | 2 |
Collected Works - Proceedings | 1 |
Reports - Descriptive | 1 |
Speeches/Meeting Papers | 1 |
Education Level
Audience
Location
Canada | 5 |
Australia | 4 |
Netherlands | 3 |
Singapore | 3 |
Taiwan | 3 |
Turkey | 3 |
Finland | 2 |
Germany | 2 |
Hong Kong | 2 |
Israel | 2 |
South Korea | 2 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Patterns of Adaptive Learning… | 1 |
Test of Science Related… | 1 |
What Works Clearinghouse Rating
Flostrand, Andrew; Ho, Jason Y. C.; Krider, Robert E. – Journal of Marketing Education, 2016
The use of student self-branding exercises in introductory marketing courses for undergraduate business programs has been growing in popularity due to a number of advantages for students. This article introduces implementation of the "Marketing Me" variant developed and used since 2013 by the authors, wherein alumni are brought in to…
Descriptors: Marketing, Business Administration Education, Introductory Courses, Undergraduate Students
Huang, Hsiu-Mei; Liaw, Shu-Sheng – International Review of Research in Open and Distributed Learning, 2018
Within a constructivist paradigm, the virtual reality technology focuses on the learner's actively interactive learning processes and attempts to reduce the gap between the learner's knowledge and a real-life experience. Recently, virtual reality technologies have been developed for a wide range of applications in education, but further research…
Descriptors: Computer Simulation, Information Systems, Technology Uses in Education, Intention
Rodriguez-Gil, Luis; García-Zubia, Javier; Orduña, Pablo; López-de-Ipiña, Diego – IEEE Transactions on Learning Technologies, 2017
Online laboratories have traditionally been split between virtual labs, with simulated components; and remote labs, with real components. The former tend to provide less realism but to be easily scalable and less expensive to maintain, while the latter are fully real but tend to require a higher maintenance effort and be more error-prone. This…
Descriptors: Educational Technology, Technology Uses in Education, Laboratories, Simulated Environment
Waldron, John W. F.; Locock, Andrew J.; Pujadas-Botey, Anna – Journal of Geoscience Education, 2016
Many geoscience educators have noted the difficulty that students experience in transferring their classroom knowledge to the field environment. The Geoscience Garden, on the University of Alberta North Campus, provides a simulated field environment in which Earth Science students can develop field observation skills, interpret features of Earth's…
Descriptors: Geology, Science Instruction, Foreign Countries, Simulated Environment
Chen, Yu-Hsuan; Wang, Chang-Hwa – Interactive Learning Environments, 2018
Although research has indicated that augmented reality (AR)-facilitated instruction improves learning performance, further investigation of the usefulness of AR from a psychological perspective has been recommended. Researchers consider presence a major psychological effect when users are immersed in virtual reality environments. However, most…
Descriptors: Simulated Environment, Educational Technology, Technology Uses in Education, Psychological Patterns
Kang, Myunghee; Yoon, Seonghye; Kang, Minjeng; Jang, JeeEun; Lee, Yujung – Journal of Educational Multimedia and Hypermedia, 2018
The purpose of this study was to design and develop an educational game which facilitates building adolescents' knowledge and attitudes in financial principles of a daily life. To achieve this purpose, the authors designed a learner-centered big game for financial education by applying an experience-based triple-diamond instructional design model…
Descriptors: Adolescents, Knowledge Level, Student Attitudes, Money Management
Huang, Hsiu-Mei; Liaw, Shu-Sheng; Lai, Chung-Min – Interactive Learning Environments, 2016
Advanced technologies have been widely applied in medical education, including human-patient simulators, immersive virtual reality Cave Automatic Virtual Environment systems, and video conferencing. Evaluating learner acceptance of such virtual reality (VR) learning environments is a critical issue for ensuring that such technologies are used to…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Simulated Environment
Lukosch, Heide; Groen, Daan; Kurapati, Shalini; Klemke, Roland; Verbraeck, Alexander – International Journal of Game-Based Learning, 2016
This study introduces the concept of microgames to support situated learning in order to foster situational awareness (SA) of planners in seaport container terminals. In today's complex working environments, it is often difficult to develop the required level of understanding of a given situation, described as situational awareness. A container…
Descriptors: Performance, Foreign Countries, Case Studies, Games
Hautala, Jarkko; Baker, Doris Luft; Keurulainen, Aleksi; Ronimus, Miia; Richardson, Ulla; Cole, Ronald – Educational Technology Research and Development, 2018
The purpose of this pilot study with a within-subject design was to gain a deeper understanding about the promise and restrictions of a virtual tutoring system designed to teach science to first grade students in Finland. Participants were 61 students who received six tutoring science sessions of approximately 20 min each. Sessions consisted of a…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Tutoring
Hautala, Jarkko; Baker, Doris Luft; Keurulainen, Aleksi; Ronimus, Miia; Richardson, Ulla; Cole, Ronald – Grantee Submission, 2018
The purpose of this pilot study with a within-subject design was to gain a deeper understanding about the promise and restrictions of a virtual tutoring system designed to teach science to first grade students in Finland. Participants were 61 students who received six tutoring science sessions of approximately 20 min each. Sessions consisted of a…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Tutoring
Ismail, Norhayati; Sabapathy, Chitra – Business and Professional Communication Quarterly, 2016
In the redesign of a professional communication course for real estate students, a workplace simulation was implemented, spanning the entire 12-week duration of the course. The simulation was achieved through the creation of an online company presence, the infusion of communication typically encountered in the workplace, and an intensive and…
Descriptors: Foreign Countries, Undergraduate Students, Simulated Environment, Experiential Learning
Matthew, Anne; Butler, Des – Australasian Journal of Educational Technology, 2017
In Australian law schools didactic pedagogies such as lectures devoted to the transmission of theory and knowledge to a largely passive audience still predominate. However, curriculum design embedding authentic learning pedagogies has been shown to be supportive of student learning. The challenge in adopting such curriculum design is how to offer…
Descriptors: Learning Experience, Law Students, Curriculum Design, Case Studies
Jauregi, Kristi – Research-publishing.net, 2016
The present paper describes a case study on the effects of telecollaborative games on learners' motivation. 12 learners from a Dutch and a British secondary school participated in the study. Different games, which included gamification elements, were developed on OpenSim. The overall educational goals of the games were to enhance cultural…
Descriptors: Foreign Countries, Educational Games, Educational Technology, Technology Uses in Education
Kampf, Ronit – Universal Journal of Educational Research, 2016
Two cross-national experimental studies examined the effects of PeaceMaker and Global Conflicts on knowledge acquisition and attitude change regarding the Israeli-Palestinian conflict. PeaceMaker and Global Conflicts are role-playing computerized simulations of this conflict. 248 undergraduate students from Turkey, Israel, Palestine and the US…
Descriptors: Conflict, Computer Simulation, Simulated Environment, Educational Technology
Akyuz, Halil Ibrahim; Keser, Hafize – Cypriot Journal of Educational Sciences, 2015
The aim of this study is to investigate the effect of an educational agent, used in online task based learning media, and its form characteristics on problem solving ability perceptions of students. 2x2 factorial design is used in this study. The first study factor is the role of the educational agent and the second factor is form characteristics…
Descriptors: Problem Solving, Student Attitudes, Self Concept, Educational Technology
Previous Page | Next Page »
Pages: 1 | 2