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Hardy, Mat; Totman, Sally – British Journal of Educational Technology, 2017
Despite an extensive history of use in teaching Political Science subjects, long-term scholarly studies of online role plays are uncommon. This paper redresses that balance by presenting five years of data on the Middle East Politics Simulation. This online role play has been run since the 1990s and underwent significant technical upgrade in…
Descriptors: Feedback (Response), Instructional Design, Web Based Instruction, Role Playing
González-Marcos, Ana; Alba-Elías, Fernando; Ordieres-Meré, Joaquín – British Journal of Educational Technology, 2016
The goal of this paper is to present a competence assessment method in project management that is based on participants' performance and value creation. It seeks to close an existing gap in competence assessment in higher education. The proposed method relies on information and communication technology (ICT) tools and combines Project Management…
Descriptors: Program Administration, Evaluation Methods, Competence, Higher Education
Rethinking Online Learning Design to Enhance the Experiences of Indigenous Higher Education Students
Reedy, Alison Kay – Australasian Journal of Educational Technology, 2019
The educational inequity that Aboriginal and Torres Strait Islander people have experienced in higher education in Australia is replicated in virtual learning spaces, with generic models of online learning design taking little account of cultural factors that impact on learning. To counter this, new approaches to online learning design are needed…
Descriptors: Online Courses, Educational Experience, Equal Education, Higher Education
Bair, Richard A. – ProQuest LLC, 2013
The inclusion of three-dimensional (3D) virtual tools has created a need to communicate the engagement of 3D tools and specify learning gains that educators and the institutions, which are funding 3D tools, can expect. A review of literature demonstrates that specific models and theories for 3D Virtual Reality (VR) learning do not exist "per…
Descriptors: Computer Simulation, Learner Engagement, Constructivism (Learning), Electronic Learning
Abdallah, Mahmoud M. S.; Mansour, Marian M. – Online Submission, 2015
This paper reports on an experimental research study that aimed at investigating the effectiveness of employing a virtual task-based situated language learning (TBSLL) environment mediated by Second Life (SL) in developing EFL student teachers' pragmatic writing skills and their technological self-efficacy. To reach this goal, a control-only…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Task Analysis
Mark, Christine Libby – ProQuest LLC, 2014
"Second Life," a 3D online immersive virtual environment, emerged in 2003 and was predicted to become the predominant online course delivery platform by 2013. Educational institutions initially rushed to create a presence in the "Second Life;" however, after 2009 those same institutions were disappointed by their experiences…
Descriptors: Computer Simulation, Social Systems, Internet, Simulated Environment
Bastiaens, Theo, Ed. – Association for the Advancement of Computing in Education, 2022
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. The "EdMedia + Innovate Learning" conference took place in New York,…
Descriptors: Educational Technology, Flipped Classroom, Online Courses, Student Projects
Nelson, Brian C.; Erlandson, Benjamin; Denham, Andre – British Journal of Educational Technology, 2011
In this paper, we take a designer's look at how the activities and data of learning and assessment can be structured in immersive virtual game environments called Massively Multi-Player Online Games (MMOG). In doing so, we examine the channels of evidence through which learning and assessment activities are derived in MMOGs, offering examples of…
Descriptors: Evidence, Data, Learning Activities, Educational Assessment
Owens, Trevor – Cultural Studies of Science Education, 2012
The 2008 commercial video game "Spore" allowed more than a million players to design their own life forms. Starting from single-celled organisms players played through a caricature of natural history. Press coverage of the game's release offer two frames for thinking about the implications of the game. Some scientists and educators saw the game as…
Descriptors: Educational Games, Video Games, Science Interests, Community
O'Connor, Eileen – Journal of Educational Technology Systems, 2013
With the advent of web 2.0 and virtual technologies and new understandings about learning within a global, networked environment, online course design has moved beyond the constraints of text readings, papers, and discussion boards. This next generation of online courses needs to dynamically and actively integrate the wide-ranging distribution of…
Descriptors: Web 2.0 Technologies, Learning Activities, Instructional Development, Instructional Innovation
Association Supporting Computer Users in Education, 2018
The Association Supporting Computer Users in Education (ASCUE) is a group of people interested in small college computing issues. It is a blend of people from all over the country who use computers in their teaching, academic support, and administrative support functions. Begun in 1968 as the College and University Eleven-Thirty Users' Group…
Descriptors: Computer Uses in Education, Conferences (Gatherings), College Students, Portfolios (Background Materials)
Aleckson, Jon D. – ProQuest LLC, 2010
This study explored how educational technology development leaders can facilitate increased collaboration between the instructional design and development team and faculty member experts when developing games and simulations. A qualitative, case study method was used to analyze interviews and documents, and Web postings related specifically to…
Descriptors: Expertise, Instructional Design, Cooperation, Educational Technology
Stoerger, Sharon – Journal of Distance Education, 2010
Education technology proponents argue that tech-savvy students want active learning opportunities that enable them to produce, as well as consume, content. Some educators have responded to this rhetoric by appropriating virtual worlds such as Second Life (SL) for teaching and learning. While SL rewards exploration and experimentation, the…
Descriptors: Active Learning, Educational Technology, Learner Controlled Instruction, Educational Strategies
Huang, Hsiu-Mei; Rauch, Ulrich; Liaw, Shu-Sheng – Computers & Education, 2010
The use of animation and multimedia for learning is now further extended by the provision of entire Virtual Reality Learning Environments (VRLE). This highlights a shift in Web-based learning from a conventional multimedia to a more immersive, interactive, intuitive and exciting VR learning environment. VRLEs simulate the real world through the…
Descriptors: Constructivism (Learning), Instructional Design, Computer Simulation, Internet
Nunes, Miguel Baptista, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2018
These proceedings contain the papers of the International Conference e-Learning 2018, which was organised by the International Association for Development of the Information Society, 17-19 July, 2018. This conference is part of the Multi Conference on Computer Science and Information Systems 2018, 17-20 July, which had a total of 617 submissions.…
Descriptors: Electronic Learning, Educational Technology, Online Courses, Educational Environment