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Tao, Yu-Hui; Cheng, Chieh-Jen; Sun, Szu-Yuan – Computers & Education, 2009
Previous studies have pointed out that computer games could improve students' motivation to learn, but these studies have mostly targeted teachers or students in elementary and secondary education and are without user adoption models. Because business and management institutions in higher education have been increasingly using educational…
Descriptors: Educational Games, Computer Simulation, Learning Motivation, Interpersonal Relationship
Bers, Marina Umaschi – Jossey-Bass, An Imprint of Wiley, 2011
This volume contains the following papers: (1) Beyond Computer Literacy: Supporting Youth's Positive Development through Technology (Marina Umaschi Bers); (2) Educational Technology, Reimagined (Michael Eisenberg); (3) Children as Codesigners of New Technologies: Valuing the Imagination to Transform What Is Possible (Allison Druin); (4) Content…
Descriptors: Foreign Countries, Adolescents, Social Change, Educational Technology
Seethamraju, Ravi – Journal of Information Systems Education, 2011
The sophistication of the integrated world of work and increased recognition of business processes as critical corporate assets require graduates to develop "process orientation" and an "integrated view" of business. Responding to these dynamic changes in business organizations, business schools are also continuing to modify…
Descriptors: Foreign Countries, Feedback (Response), Curriculum Design, Learning Strategies
Al-Khatib, Hayat – European Journal of Open, Distance and E-Learning, 2011
Technology Enhanced Learning is a feature of 21st century education. Innovations in ICT have provided unbound access to information in support of the learning process (APTEL, 2010; Allert et al, 2002; Baldry et al, 2006; Frustenberg et al, 2001; Sarkis, 2010). LMS has been extensively put to use in universities and educational institutions to…
Descriptors: Computer Mediated Communication, Access to Information, Program Effectiveness, Educational Experience
Connolly, Thomas M.; Stansfield, Mark; Hainey, Thomas – Computers & Education, 2011
Over the last decade, Alternate Reality Games (ARGs), a form of narrative often involving multiple media and gaming elements to tell a story that might be affected by participants' actions, have been used in the marketing and promotion of a number of entertainment related products such as films, computer games and music. This paper discusses the…
Descriptors: Foreign Countries, Research Design, Student Attitudes, Learning Activities
Vargas, Hector; Sanchez Moreno, J.; Jara, Carlos A.; Candelas, F. A.; Torres, Fernando; Dormido, Sebastian – IEEE Transactions on Learning Technologies, 2011
This article presents an innovative project in the context of remote experimentation applied to control engineering education. Specifically, the authors describe their experience regarding the analysis, design, development, and exploitation of web-based technologies within the scope of automatic control. This work is part of an inter-university…
Descriptors: Foreign Countries, Web Based Instruction, Internet, Distance Education
Jacka, Lisa; Booth, Kate – Australian Educational Computing, 2012
Virtual worlds are highly immersive, engaging and popular computer mediated environments being explored by children and adults. Why then aren't more teachers using virtual worlds in the classroom with primary and secondary school students? Reasons often cited are the learning required to master the technology, low-end graphics cards, poor…
Descriptors: Foreign Countries, Computer Security, Educational Technology, Regional Programs
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
Cleland, Deborah; Dray, Anne; Perez, Pascal; Cruz-Trinidad, Annabelle; Geronimo, Rollan – Simulation & Gaming, 2012
REEFGAME is a computer-assisted role-playing game that explores the interactions among management strategies, livelihood options, and ecological degradation in subsistence fishing communities. The tool has been successfully used in the Philippines and a variety of student workshops. In the field, REEFGAME operated as a two-way learning tool,…
Descriptors: Foreign Countries, Marine Biology, Marine Education, Sustainable Development
Loke, Swee-Kin; Blyth, Phil; Swan, Judith – Australasian Journal of Educational Technology, 2012
While the potentials of virtual worlds to support experiential learning in medical education are well documented, assessment of student learning within these environments is relatively scarce and often incongruent. In this article, a conceptual framework is proposed for formatively assessing dispositional behaviours in scenario-based learning…
Descriptors: Foreign Countries, Computer Assisted Instruction, Experiential Learning, Medical Education
Reynolds, R.; Walker, K.; Speight, C. – Computers & Education, 2010
This paper describes the development and evaluation of web-based museum trails for university-level design students to access on handheld devices in the Victoria and Albert Museum (V&A) in London. The trails offered students a range of ways of exploring the museum environment and collections, some encouraging students to interpret objects and…
Descriptors: Feedback (Response), Museums, Educational Technology, Internet
Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2021
These proceedings contain the papers of the 18th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2021), held virtually, due to an exceptional situation caused by the COVID-19 pandemic, from October 13-15, 2021, and organized by the International Association for Development of the Information Society…
Descriptors: Computer Simulation, Open Educational Resources, Telecommunications, Handheld Devices
IEEE Conference on Software Engineering Education and Training, Proceedings (MS), 2012
The Conference on Software Engineering Education and Training (CSEE&T) is the premier international peer-reviewed conference, sponsored by the Institute of Electrical and Electronics Engineers, Inc. (IEEE) Computer Society, which addresses all major areas related to software engineering education, training, and professionalism. This year, as…
Descriptors: Computer Science Education, Engineering Education, Computer Software, Conferences (Gatherings)
Yang, Jie Chi; Chien, Kun Huang; Liu, Tzu Chien – Turkish Online Journal of Educational Technology - TOJET, 2012
Energy education has been conducted to equip learners with relevant energy conservation knowledge for many years. However, learners seldom put the knowledge into practice and even have few ideas about how to reduce energy consumption. To this end, there is a need to address this issue to improve the efficiency of energy education. One of the…
Descriptors: Foreign Countries, Learning Motivation, Learning Strategies, Energy Conservation
Frank, Anders – Simulation & Gaming, 2012
A risk associated with the use of games in training and education is that players "game the game," instead of focusing on their learning goals. The term "gamer mode" is proposed to describe this attitude. A player with a gamer-mode attitude strives to achieve goals that are optimal for winning the game, but suboptimal with…
Descriptors: Foreign Countries, Student Attitudes, Educational Objectives, War

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