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Mendeloff, David; Shaw, Carolyn – Journal of Political Science Education, 2009
This paper presents the design and assesses the results of an international collaborative course of American and Canadian undergraduates on the topic of postconflict peacebuilding. Using online discussions, a web-based role-play simulation, and videoconferencing this collaborative course sought to enhance student engagement with the material by…
Descriptors: Computer Uses in Education, Intercollegiate Cooperation, Articulation (Education), Computer Simulation
Peltenburg, Marjolijn; van den Heuvel-Panhuizen, Marja; Doig, Brian – British Journal of Educational Technology, 2009
This paper reports a study aimed at revealing special-educational-needs pupils' learning potential by means of an ICT-based assessment including a dynamic visual tool that might help pupils when solving mathematics problems. The study focused on subtraction problems up to 100, which require "borrowing". These problems, in which the value…
Descriptors: Foreign Countries, Subtraction, Special Needs Students, Special Education
Laakso, Mikko-Jussi; Myller, Niko; Korhonen, Ari – Educational Technology & Society, 2009
In this paper, two emerging learning and teaching methods have been studied: collaboration in concert with algorithm visualization. When visualizations have been employed in collaborative learning, collaboration introduces new challenges for the visualization tools. In addition, new theories are needed to guide the development and research of the…
Descriptors: Visualization, Teaching Methods, Classification, Comparative Analysis
Booth, Paula; Henderson-Begg, Stephanie – Journal of Interactive Learning Research, 2011
Invited as a paper from E-Learn 2009 This study compared two programmes developed as a learning tool for students to practise basic laboratory procedures. One was a Flash simulation programme, the other a Second Life virtual reality programme. A cohort of 93 bioscience students participated in the between trial. A control group was used to…
Descriptors: Foreign Countries, Educational Technology, Laboratory Procedures, Science Instruction
Foster, Andrea L. – Chronicle of Higher Education, 2007
Immersive Education is a multimillion-dollar project devoted to build virtual-reality software exclusively for education within commercial and nonprofit fantasy spaces like Second Life. The project combines interactive three-dimensional graphics, Web cameras, Internet-based telephony, and other digital media. Some critics have complained that…
Descriptors: Video Games, Fantasy, Computer Software, Foreign Countries
Ergazaki, Marida; Zogza, Vassiliki – Journal of Biological Education, 2008
This study highlights the computer-mediated discursive activity of two dyads of first year educational sciences students, each collaboratively exploring several options for increasing the equilibrium size of a fish population in a lake. Our focus is on peers' attempts to come up with justified predictions about the adequacy of several options for…
Descriptors: Animals, Prediction, Ecology, Computer Simulation
Patera, Marianne; Draper, Steve; Naef, Martin – Interactive Learning Environments, 2008
This paper presents an exploratory study that created a virtual reality environment (VRE) to stimulate motivation and creativity in imaginative writing at primary school level. The main aim of the study was to investigate if an interactive, semi-immersive virtual reality world could increase motivation and stimulate pupils' imagination in the…
Descriptors: National Curriculum, Imagination, Computer Simulation, Motivation
Middleton, Andrew John; Mather, Richard – ALT-J: Research in Learning Technology, 2008
The educational value of Immersive Virtual Worlds (IVWs) seems to be in their social immersive qualities and as an accessible simulation technology. In contrast to these synchronous applications this paper discusses the use of educational machinima developed in IVW virtual film sets. It also introduces the concept of media intervention, proposing…
Descriptors: Intervention, Educational Technology, Internet, Educational Media
Frontera, Eloi Biosca – Themes in Science and Technology Education, 2009
This article is a summary and conclusions of a field study carried out in a secondary education classroom with the aim of experimenting and observing how 13-year-old students learn the history of architecture by using complex virtual reality software. Within the framework of autonomous and active learning, students act as builders of some of the…
Descriptors: Early Adolescents, Secondary School Students, Computer Simulation, Simulated Environment
Tichon, Jennifer G.; Wallis, Guy M. – Behaviour & Information Technology, 2010
Through repeated practice under conditions similar to those in real-world settings, simulator training prepares an individual to maintain effective performance under stressful work conditions. Interfaces offering high fidelity and immersion can more closely reproduce real-world experiences and are generally believed to result in better learning…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Computer Assisted Instruction
Rodriguez-Barbero, A.; Lopez-Novoa, J. M. – Advances in Physiology Education, 2008
One of the problems that we have found when teaching human physiology in a Spanish medical school is that the degree of understanding by the students of the integration between organs and systems is rather poor. We attempted to remedy this problem by using a case discussion method together with the Quantitative Circulatory Physiology (QCP)…
Descriptors: Student Attitudes, Textbooks, Medical Schools, Computer Simulation
Richards, Debbie; Fassbender, Eric; Bilgin, Ayse; Thompson, William Forde – ALT-J: Research in Learning Technology, 2008
Empirical evidence is needed to corroborate the intuitions of gamers and game developers in understanding the benefits of Immersive Virtual Worlds (IVWs) as a learning environment and the role that music plays within these environments. We report an investigation to determine if background music of the genre typically found in computer-based…
Descriptors: Undergraduate Students, Music, Investigations, Foreign Countries
Wagner, Christian; Ip, Rachael K. F. – Journal of Information Systems Education, 2009
Virtual worlds, computer-based simulated environments in which users interact via avatars, provide an opportunity for the highly realistic enactment of real life activities online. Unlike computer games, which have a pre-defined purpose, pay-off structure, and action patterns, virtual worlds can leave many of these elements for users to determine.…
Descriptors: Experiential Learning, Management Information Systems, Student Projects, Assignments
Wuttke, Heinz-Dietrich; Henke, Karsten – Interactive Technology and Smart Education, 2009
Purpose: The content, provided in learning management systems (LMS), is often text oriented as in a usual textbook, extended by some animations and links. Hands on activities and experiments are not possible. The paper aims to give an overview about the concept to couple smart simulation and assessment tools with an LMS to provide a more…
Descriptors: Feedback (Response), Experiential Learning, Student Evaluation, Teaching Methods
Passig, David – Journal of Educational Computing Research, 2009
Children with mental retardation have pronounced difficulties in using cognitive strategies and comprehending abstract concepts--among them, the concept of sequential time (Van-Handel, Swaab, De-Vries, & Jongmans, 2007). The perception of sequential time is generally tested by using scenarios presenting a continuum of actions. The goal of this…
Descriptors: Experimental Groups, Control Groups, Comparative Analysis, Computer Simulation

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