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Wood, Yvonne I.; Zegwaard, Karsten E.; Fox-Turnbull, Wendy – International Journal of Work-Integrated Learning, 2020
As a result of the COVID-19 pandemic, many organizations offering work-integrated learning (WIL) opportunities were no longer able to support student placements, resulting in many institutions searching for a range of innovative solutions. Many have redesigned their conventional placement-based WIL activities or programs to enable students to meet…
Descriptors: COVID-19, Pandemics, Experiential Learning, Work Experience Programs
Ilic, Milena P.; Paun, Dan; Popovic Ševic, Nevenka; Hadžic, Aleksandra; Jianu, Anca – Education Sciences, 2021
Higher education in the Republic of Serbia needs to be reformed. This paper presents a performance analysis of the changes that the authors assume are mandatory, presenting the research problem this article addresses. Cabinet research, performed by analyzing the theoretical building blocks of available knowledge and experience, is underway.…
Descriptors: Foreign Countries, Higher Education, Needs Assessment, Educational Change
Alanson, Erik R.; Alanson, Erin M.; Arthur, Brittany; Burdette, Aaron; Cooper, Christopher; Sharp, Michael – International Journal of Work-Integrated Learning, 2020
In response to COVID-19 the Division of Experience-based Learning and Career Education at the University of Cincinnati embraced flexibility and innovation to expand on the existing practice of facilitating cooperative education employment experiences for students to re-envisioned opportunities that considered student wellbeing as the paramount…
Descriptors: COVID-19, Pandemics, Work Experience Programs, Experiential Learning
Gregory, Sue; Scutter, Sheila; Jacka, Lisa; McDonald, Marcus; Farley, Helen; Newman, Chris – Educational Technology & Society, 2015
Three-dimensional (3D) virtual worlds have been used for more than a decade in higher education for teaching and learning. Since the 1980s, academics began using virtual worlds as an exciting and innovative new technology to provide their students with new learning experiences that were difficult to provide any other way. But since that time,…
Descriptors: Educational Technology, Computer Simulation, Teaching Methods, Higher Education
Bringula, Rex P.; Basa, Roselle S.; Dela Cruz, Cecilio; Rodrigo, Ma. Mercedes T. – Journal of Educational Computing Research, 2016
This study attempted to determine the influence of prior knowledge in mathematics of students on learner-interface interactions in a learning-by-teaching intelligent tutoring system. One hundred thirty-nine high school students answered a pretest (i.e., the prior knowledge in mathematics) and a posttest. In between the pretest and posttest, they…
Descriptors: Mathematics, Tutoring, Mathematics Instruction, Foreign Countries
DeMers, Michael N. – International Journal of Virtual and Personal Learning Environments, 2010
Second Life is increasingly being used as a venue for education, especially for delivery of online instruction where social presence and community building are essential components. Despite its robust 3-D modeling tools and powerful scripting language, many educational uses of Second Life are limited to passive forms of content delivery that often…
Descriptors: Educational Technology, Technology Uses in Education, Simulated Environment, Computer Simulation
Pietrobon, Alberto – Industry and Higher Education, 2009
This article responds to "Laboratory experiments as a tool in the empirical economic analysis of high-expectation start-ups" by Martin Curley and Piero Formica, published in the December 2008 issue of "Industry and Higher Education". Curley and Formica introduce a new concept for high-expectation start-ups, involving the use of "laboratory…
Descriptors: Expectation, Economic Research, Access to Information, Databases
Rosenbaum, Eric; Klopfer, Eric; Perry, Judy – Journal of Science Education and Technology, 2007
The learning of science can be made more like the practice of science through authentic simulated experiences. We have created a networked handheld Augmented Reality environment that combines the authentic role-playing of Augmented Realities and the underlying models of Participatory Simulations. This game, known as Outbreak @ The Institute, is…
Descriptors: Science Education, Educational Games, Experiential Learning, Simulated Environment

Rieber, Lloyd P. – Educational Technology Research and Development, 1996
Explores how users interact and learn during computer-based simulations given graphical and textual forms of feedback. Graduate students were randomly assigned computer simulations with graphical feedback, textual feedback, or graphical plus textual feedback. Findings indicate that graphical feedback provides experiential learning, but that these…
Descriptors: Computer Assisted Instruction, Computer Graphics, Computer Simulation, Educational Methods