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Baek, Youngkyun; Whitton, Nicola – IGI Global, 2013
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on…
Descriptors: Foreign Countries, Educational Technology, Student Attitudes, Second Language Learning
Tay, Lee Yong; Lim, Cher Ping – Educational Media International, 2010
This paper examines how a game-like 3D Multi-User Virtual Environment (MUVE), Quest Atlantis (QA), is used in an after-school programme to engage a group of 14 academically at-risk primary students in their learning. It adopts an activity theoretical perspective to identify the disturbances and contradictions during the implementation of the…
Descriptors: Virtual Classrooms, Social Environment, Information Technology, At Risk Students
Suh, S.; Kim, S. W.; Kim, N. J. – Journal of Computer Assisted Learning, 2010
This study investigated the effectiveness of massive multiplayer online role-playing game (MMORPG)-based (massive multiplayer online role-playing game) instruction in elementary English education. The effectiveness of the MMORPG program was compared with face-to-face instruction and the independent variables (gender, prior knowledge, motivation…
Descriptors: Foreign Countries, Games, Prior Learning, Learning Motivation
Padiotis, Ioannis; Mikropoulos, Tassos A. – Educational Technology & Society, 2010
The present research investigates the contribution of an interactive educational virtual environment on milk pasteurization to the learning outcomes of 40 students in a technical secondary school using SOLO taxonomy. After the interaction with the virtual environment the majority of the students moved to higher hierarchical levels of understanding…
Descriptors: Foreign Countries, Science Instruction, Technology Education, Misconceptions
Peer reviewedHartley, Roger; Varley, Glen – Industry & Higher Education, 2002
Command and Control Training Using Simulation (CACTUS) is a computer digital mapping system used by police to manage large-scale public events. Audio and video records of adaptive training scenarios using CACTUS show how the simulation develops decision-making skills for strategic and tactical event management. (SK)
Descriptors: Computer Simulation, Decision Making Skills, Design, Foreign Countries
Peer reviewedDoyle, Declan; Brown, F. William – Journal of European Industrial Training, 2000
Five teams of postgraduate business students in three countries participate din a business strategy simulation game using e-mail and videoconferencing. The pilot study showed the need for technical support and a game administrator and the importance of making simulated competition conditions as realistic as possible to enable transfer of learning.…
Descriptors: Business Education, Competition, Computer Simulation, Foreign Countries
Burton, A. Mike; Jenkins, Rob; Hancock, Peter J. B.; White, David – Cognitive Psychology, 2005
We are able to recognise familiar faces easily across large variations in image quality, though our ability to match unfamiliar faces is strikingly poor. Here we ask how the representation of a face changes as we become familiar with it. We use a simple image-averaging technique to derive abstract representations of known faces. Using Principal…
Descriptors: Cognitive Psychology, Recognition (Psychology), Familiarity, Computer Simulation
Dickey, Michele D. – British Journal of Educational Technology, 2005
Online three-dimensional (3D) virtual worlds are emerging technologies that offer unique learning opportunities for traditional and distributed education. One of the more popular 3D virtual worlds, Active Worlds, is currently being used as a medium for synchronous and asynchronous distance learning. This investigation presents two exploratory case…
Descriptors: Investigations, Experiential Learning, Case Studies, Distance Education
Garcia-Luque, E.; Ortega, T.; Forja, J. M.; Gomez-Parra, A. – Computers and Education, 2004
The teaching of Chemical Oceanography in the Faculty of Marine and Environmental Sciences of the University of Cadiz (Spain) has been improved since 1994 by the employment of a device for the laboratory simulation of estuarine mixing processes and the characterisation of the chemical behaviour of many substances that pass through an estuary. The…
Descriptors: Chemistry, Ecology, Foreign Countries, Oceanography
Edirisingha, Palitha; Nie, Ming; Pluciennik, Mark; Young, Ruth – British Journal of Educational Technology, 2009
This paper reports findings of a pilot study that examined the pedagogical potential of "Second Life" (SL), a popular three-dimensional multi-user virtual environment (3-D MUVE) developed by the Linden Lab. The study is part of a 1-year research and development project titled "Modelling of Secondlife Environments"…
Descriptors: Research and Development, Learning Activities, Socialization, Foreign Countries
Abdullah, Sopiah; Shariff, Adilah – EURASIA Journal of Mathematics, Science & Technology Education, 2008
The purpose of the study was to investigate the effects of inquiry-based computer simulation with heterogeneous-ability cooperative learning (HACL) and inquiry-based computer simulation with friendship cooperative learning (FCL) on (a) scientific reasoning (SR) and (b) conceptual understanding (CU) among Form Four students in Malaysian Smart…
Descriptors: Computer Simulation, Cooperative Learning, Teaching Methods, Scientific Principles
Nadolski, Rob J.; Hummel, Hans G. K.; van den Brink, Henk J.; Hoefakker, Ruud E.; Slootmaker, Aad; Kurvers, Hub J.; Storm, Jeroen – Simulation & Gaming, 2008
Societal changes demand educators to apply new pedagogical approaches. Many educational stakeholders feel that serious games could play a key role in fulfilling this demand, and they lick their chops when looking at the booming industry of leisure games. However, current toolkits for developing leisure games show severe shortcomings when applied…
Descriptors: Higher Education, Educational Games, Learning Modules, Courseware
Good, Judith; Howland, Katherine; Thackray, Liz – ALT-J: Research in Learning Technology, 2008
There is a growing use of immersive virtual environments for educational purposes. However, much of this activity is not yet documented in the public domain, or is descriptive rather than analytical. This paper presents a case study in which university students were tasked with building an interactive learning experience using Second Life as a…
Descriptors: Problem Based Learning, Virtual Classrooms, Learning Experience, Internet
Mildenhall, Paula; Swan, Paul; Northcote, Maria; Marshall, Linda – Australian Primary Mathematics Classroom, 2008
As part of the project titled "Hands-On Heads-On: The Effective Use of Manipulatives Both Virtual and Physical" being undertaken at Edith Cowan University, there was an investigation into the use of virtual manipulatives and the interactive whiteboard (IWB). Virtual manipulatives may be defined as a virtual representation of a physical…
Descriptors: Investigations, Mathematical Concepts, Manipulative Materials, Educational Technology
Liao, Yuen-kuang Cliff; Chang, Huei-wen; Chen, Yu-wen – Computers in the Schools, 2008
A meta-analysis was performed to synthesize existing research comparing the effects of computer applications (i.e., computer-assisted instruction, computer simulations, and Web-based learning) versus traditional instruction on elementary school students' achievement in Taiwan. Forty-eight studies were located from four sources, and their…
Descriptors: Elementary School Students, Computer Assisted Instruction, Computer Oriented Programs, Computers

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