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Voronina, Marianna V.; Tretyakova, Zlata O. – International Journal of Environmental and Science Education, 2017
The article considers the peculiarities of training foreign students subject "Descriptive geometry and Engineering Graphics" in a modern engineering university of Russia. The relevance of the problem conditioned by the fact that virtually there are no special studies of teaching Descriptive Geometry and Engineering Graphics in Russian…
Descriptors: Russian, Language of Instruction, Geometry, Engineering Education
Akgün, Özcan Erkan; Istanbullu, Aslihan; Avci, Sirin Küçük – Journal of Education and Training Studies, 2017
Augmented reality (AR) is a technology to supplement existing reality with additional information, descriptions and helpful images with the help of technology and therefore ensure the reality to be perceived more qualified and well-rounded. In this study, views and comments about problems, solutions and suggestions on using AR were gathered from…
Descriptors: Foreign Countries, Teaching Methods, Phenomenology, Qualitative Research
Parson, Vanessa; Bignell, Simon – Online Learning, 2017
Three-dimensional multi-user virtual environments (MUVEs) have the potential to provide experiential learning qualitatively similar to that found in the real world. MUVEs offer a pedagogically-driven immersive learning opportunity for educationalists that is cost-effective and enjoyable. A family of digital virtual avatars was created within…
Descriptors: Cooperative Learning, Computer Simulation, Problem Based Learning, Teaching Methods
Nadolny, Larysa; Childs, Mark – International Journal of Virtual and Personal Learning Environments, 2014
Educational virtual worlds can give students opportunities that would not otherwise be possible in face-to-face settings. The SciEthics Interactive simulations allow learners to conduct scientific research and practice ethical decision-making within a virtual world. This study examined the in-world behaviors that identify students who perceive…
Descriptors: Virtual Classrooms, Scientific Research, Higher Education, Electronic Learning
Schieffer, Lori – Journal of Instructional Research, 2016
Online education is a current trend in higher education. This has left colleges needing to hire more part-time remote adjuncts to fill the fluctuating number of available courses. Because remote online adjuncts are susceptible to isolation, the need has arisen to study the benefits and barriers of virtual collaboration. The purpose of this…
Descriptors: Barriers, Computer Mediated Communication, College Faculty, Teacher Attitudes
Takala, Tuukka M.; Malmi, Lauri; Pugliese, Roberto; Takala, Tapio – Informatics in Education, 2016
In this paper we present our experiences of teaching an annually organized virtual reality (VR) capstone course. We review three iterations of the course, during which a total of 45 students completed the course and 16 VR applications were implemented. Our comparative analysis describes the students' evaluation of the course, the applications…
Descriptors: Curriculum, Simulated Environment, Computer Simulation, Educational Technology
Mavridis, Apostolos; Tsiatsos, Thrasyvoulos; Terzidou, Theodouli – International Journal of Game-Based Learning, 2016
This paper focuses on methodologies of serious games deployment and evaluation. Particularly, this study will present a specific category of serious games that are based on Collaborative Virtual Environments and they aim to support Collaborative Learning. We call these serious games Collaborative Virtual Educational Games (CVEG). The paper aims to…
Descriptors: Virtual Classrooms, Instructional Design, Cooperative Learning, Educational Games
Klein, Amarolinda Zanela; Freitas, Angilberto; Machado, Lisiane; da Silva Freitas, José Carlos, Jr.; Graziola, Paulo Gaspar; Schlemmer, Eliane – International Journal of Information and Communication Technology Education, 2014
Frequently, research on management education does not take into account the role of Information Technology as a key resource to support teaching and learning processes. In this article, the authors explore the current applications of Three Dimensional Virtual Worlds (3DVW) for Management education. The authors researched the educational…
Descriptors: Administrator Education, Computer Simulation, Technology Uses in Education, Questionnaires
Ahmad, Suleiman A.; Abdullahi, Isyaku M.; Usman, Mohammed – IAFOR Journal of Education, 2015
E-learning is a byproduct of instructional design. Thus online learning designers, in their approaches are expected to be familiar with the epistemological underpinnings of several theories and their consequences on the process of instruction. In the same vein constructivism holds assumptions, that learning is an active process whereby the learner…
Descriptors: Photography, Schools of Education, Foreign Countries, Teaching Methods
Moncada Linares, Sthephanny; Díaz Romero, Andrea Carolina – Interdisciplinary Journal of e-Skills and Lifelong Learning, 2016
As a result of the rapid development of Information and Communication Technology (ICT) and the growing interest in Internet-based tools for language classroom, it has become a pressing need for educators to locate, evaluate and select the most appropriate language-learning digital resources that foster more communicative and meaningful learning…
Descriptors: Check Lists, Communicative Competence (Languages), Web Sites, Computer Assisted Instruction
Vrellis, Ioannis; Avouris, Nikolaos; Mikropoulos, Tassos A. – Australasian Journal of Educational Technology, 2016
Although problem-based learning (PBL) has many advantages, it often fails to connect to the real world outside the classroom. The integration with the laboratory setting and the use of information and communication technologies (ICTs) have been proposed to address this deficiency. Multi-user virtual environments (MUVEs) like Second Life (SL) are…
Descriptors: Science Activities, Outcomes of Education, Satisfaction, Problem Based Learning
Gray, David – International Journal of Learning and Change, 2012
To help increase the effectiveness of self-directed teams, this paper studies the attitudes and behaviour of self-directed team members during the course of a computer simulated marketing strategy game. Self-directed teams are used widely throughout organisations yet receive little scrutiny when they undertake a task which is subject to conditions…
Descriptors: Emotional Intelligence, Teamwork, Marketing, Learning
Mayer, Igor; Warmelink, Harald; Bekebrede, Geertje – European Journal of Engineering Education, 2013
The authors define the requirements and a conceptual model for comparative evaluation research of simulation games and serious games (SGs) in a learning context. A first operationalisation of the model was used to comparatively evaluate a suite of 14 SGs on varying topics played between 2004 and 2009 in 13 institutes of higher education in the…
Descriptors: Higher Education, Educational Games, Educational Technology, Technology Uses in Education
Dalgarno, Barney; Lee, Mark J. W.; Carlson, Lauren; Gregory, Sue; Tynan, Belinda – Australasian Journal of Educational Technology, 2011
This article describes the research design of, and reports selected findings from, a scoping study aimed at examining current and planned applications of 3D immersive virtual worlds at higher education institutions across Australia and New Zealand. The scoping study is the first of its kind in the region, intended to parallel and complement a…
Descriptors: Foreign Countries, Higher Education, Computer Simulation, Simulated Environment
Peterson, Julie Ellen – ProQuest LLC, 2009
The first purpose of this experimental study was to determine if there were effects on achievement between traditional pencil-and-paper instructional strategies and computer simulated instructional strategies used to teach interior design business ethics. The second purpose was to determine the level of engagement of interior design students using…
Descriptors: Educational Strategies, Interior Design, Computer Simulation, Statistical Analysis