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Tsai, Cheng-Chang – International Journal of Instruction, 2020
The main purpose of this study was to examine the differences in students' English vocabulary learning performance as well as the instructional materials motivation, comparing the traditional lecturing method and the Augmented Reality method. This study adopted an unequal pre-test and post-test experimental design. Overall, there were a total of…
Descriptors: Computer Simulation, Second Language Learning, Second Language Instruction, English (Second Language)
Ryan, Qing X.; Frodermann, Evan; Heller, Kenneth; Hsu, Leonardo; Mason, Andrew – Physical Review Physics Education Research, 2016
The combination of modern computing power, the interactivity of web applications, and the flexibility of object-oriented programming may finally be sufficient to create computer coaches that can help students develop metacognitive problem-solving skills, an important competence in our rapidly changing technological society. However, no matter how…
Descriptors: Problem Solving, Coaching (Performance), Introductory Courses, Physics
Ak, Oguz; Kutlu, Birgul – British Journal of Educational Technology, 2017
The aim of this study was to investigate the effectiveness of traditional, 2D and 3D game-based environments assessed by student achievement scores and to reveal student perceptions of the value of these learning environments. A total of 60 university students from the Faculty of Education who were registered in three sections of a required…
Descriptors: Computer Simulation, Computer Games, Educational Games, Instructional Effectiveness
Christopoulos, Athanasios; Conrad, Marc; Shukla, Mitul – Journal of Educational Technology Systems, 2018
This research links learner engagement with interactions when Hybrid Virtual Learning models are used. Various aspects have been considered, such as learners' prior experiences related to virtual worlds, their preconceptions regarding their use as a learning tool, and the impact that instructional designers' choices have on enhancing the…
Descriptors: Educational Games, Blended Learning, Computer Simulation, Learner Engagement
Wold, Kari – ProQuest LLC, 2013
Successfully interacting with those from different cultures is essential to excel in any field, particularly when global, transnational collaborations in the workplace are increasingly common. However, many higher education students in engineering are not explicitly taught how to display the global competency skills desired by future employers. To…
Descriptors: Role Playing, Computer Simulation, Online Courses, Engineering Education
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
Cai, Su; Chiang, Feng-Kuang; Sun, Yuchen; Lin, Chenglong; Lee, Joey J. – Interactive Learning Environments, 2017
Educators must address several challenges inherent to the instruction of scientific disciplines such as physics -- expensive or insufficient laboratory equipment, equipment error, difficulty in simulating certain experimental conditions. Augmented reality (AR) can be a promising approach to address these challenges. In this paper, we discuss the…
Descriptors: Computer Simulation, Simulated Environment, Science Instruction, Physics
Slof, Bert; Erkens, Gijsbert; Kirschner, Paul A.; Helms-Lorenz, Michelle – Computers & Education, 2013
This study examined whether inspecting and constructing different part-task-specific visualizations differentially affects learning. To this end, a complex business-economics problem was structured into three phase-related part-tasks: (1) determining core concepts, (2) proposing multiple solutions, and (3) coming to a single solution. Each phase…
Descriptors: Group Activities, Cooperative Learning, Teamwork, Achievement Gains
The Effects of Learners' Differences on Variable Manipulation Behaviors in Simulation-Based Learning
Liew, Tze Wei; Tan, Su-Mae; Seydali, Rouzbeh – Journal of Educational Technology Systems, 2014
The present study examined the relationship among learners' differences, behaviors in manipulating variables, and learning achievements in a simulation-based program that supports discovery learning in the subject of C-programming algorithm. Participants (n = 66) took the Group Embedded Figures Test, Action Control Scale, and Computer…
Descriptors: Computer Simulation, Individual Differences, Self Efficacy, Student Behavior
Wang, Shwu-huey – British Journal of Educational Technology, 2012
In order to understand (1) what kind of students can be facilitated through the help of three-dimensional virtual learning environment (3D VLE), and (2) the relationship between a conventional test (ie, paper and pencil test) and the 3D VLE used in this study, the study designs a 3D virtual supermarket (3DVS) to help students transform their role…
Descriptors: Marketing, Business Administration Education, Vignettes, Training Methods
Bouta, Hara; Retalis, Symeon; Paraskeva, Fotini – Computers & Education, 2012
This study examines the effect of using an online 3D virtual environment in teaching Mathematics in Primary Education. In particular, it explores the extent to which student engagement--behavioral, affective and cognitive--is fostered by such tools in order to enhance collaborative learning. For the study we used a purpose-created 3D virtual…
Descriptors: Cooperative Learning, Virtual Classrooms, Mathematics Instruction, Elementary School Mathematics
Berns, Anke; Gonzalez-Pardo, Antonio; Camacho, David – Computers & Education, 2013
This paper presents our recent experiences with the design of game-like applications in 3-D virtual environments as well as its impact on student motivation and learning. Therefore our paper starts with a brief analysis of the motivational aspects of videogames and virtual worlds (VWs). We then go on to explore the possible benefits of both in the…
Descriptors: Educational Games, German, Second Language Instruction, Language Tests
Segedy, James R.; Kinnebrew, John S.; Biswas, Gautam – Educational Technology Research and Development, 2013
Betty's Brain is an open-ended learning environment in which students learn about science topics by teaching a virtual agent named Betty through the construction of a visual causal map that represents the relevant science phenomena. The task is complex, and success requires the use of metacognitive strategies that support knowledge acquisition,…
Descriptors: Artificial Intelligence, Computer Simulation, Computer Mediated Communication, Intelligent Tutoring Systems
Luealamai, Sutha; Panijpan, Bhinyo – Simulation & Gaming, 2012
The authors have developed a computer-based learning module on the unit cell of various types of crystal. The module has two components: the virtual unit cell (VUC) part and the subsequent unit cell hunter part. The VUC is a virtual reality simulation for students to actively arrive at the unit cell from exploring, from a broad view, the crystal…
Descriptors: Foreign Countries, Learning Modules, Science Instruction, Pilot Projects
Henderson, Michael; Huang, Hui; Grant, Scott; Henderson, Lyn – Australasian Journal of Educational Technology, 2012
It was found in the two-year study reported in this article that a single collaborative language lesson using "Second Life" can result in a statistically significant increase in student self-efficacy beliefs across a range of specific and general language skills. However, students with different "real life" prior experience…
Descriptors: Foreign Countries, Self Efficacy, Language Skills, Chinese