Publication Date
| In 2026 | 0 |
| Since 2025 | 26 |
| Since 2022 (last 5 years) | 111 |
| Since 2017 (last 10 years) | 259 |
| Since 2007 (last 20 years) | 637 |
Descriptor
| Computer Simulation | 812 |
| Instructional Design | 812 |
| Educational Technology | 320 |
| Computer Assisted Instruction | 282 |
| Foreign Countries | 244 |
| Teaching Methods | 240 |
| Instructional Effectiveness | 185 |
| Electronic Learning | 180 |
| Computer Software | 157 |
| Simulated Environment | 146 |
| Educational Games | 136 |
| More ▼ | |
Source
Author
Publication Type
Education Level
Audience
| Teachers | 29 |
| Researchers | 23 |
| Practitioners | 9 |
| Administrators | 6 |
| Students | 5 |
| Policymakers | 3 |
| Media Staff | 1 |
| Parents | 1 |
Location
| Australia | 29 |
| United Kingdom | 23 |
| Taiwan | 19 |
| Germany | 16 |
| United States | 14 |
| Turkey | 12 |
| Canada | 11 |
| China | 11 |
| New York | 11 |
| Singapore | 11 |
| Japan | 10 |
| More ▼ | |
Laws, Policies, & Programs
| Americans with Disabilities… | 1 |
| Copyright Law 1976 | 1 |
| No Child Left Behind Act 2001 | 1 |
Assessments and Surveys
What Works Clearinghouse Rating
| Meets WWC Standards without Reservations | 1 |
| Meets WWC Standards with or without Reservations | 1 |
Sutton, Melanie; White, Laura; Mbizo, Justice; Stewart, George – International Journal on E-Learning, 2010
This article describes the use of assessment in the design and implementation stages of launching online courses and programs. While use of assessment for improving student engagement in both face-to-face and online courses has been commonly used, the authors augmented the strategic planning of programs to include assessment as a tool for…
Descriptors: Strategic Planning, Online Courses, Program Effectiveness, Biological Sciences
A Web-Based Lean Simulation Game for Office Operations: Training the Other Side of a Lean Enterprise
Kuriger, Glenn W.; Wan, Huang-da; Mirehei, S. Moussa; Tamma, Saumya; Chen, F. Frank – Simulation & Gaming, 2010
This research proposes a Web-based version of a lean office simulation game (WeBLOG). The game is designed to be used to train lean concepts to office and administrative personnel. This group belongs to the frequently forgotten side of a lean enterprise. Over four phases, the game presents the following seven lean tools: one-piece flow,…
Descriptors: Educational Games, Administrators, Manufacturing, Business Administration
Rivera-Nivar, Mericia; Pomales-Garcia, Cristina – Computers & Education, 2010
This work explores the feasibility of proposing universal design guidelines for E-training modules considering aging differences as an important factor. A controlled experiment was designed and conducted to evaluate the effects of module design characteristics on information recall, satisfaction, disorientation, and task workload, and the…
Descriptors: Design Requirements, Photography, Learning Modules, Recall (Psychology)
Supramaniam, Mahadevan; Shanmugam, Bala – Online Submission, 2009
The purpose of this study was to examine the implementation flow and development of retail bank management simulation based training system which could provide a comprehensive knowledge about the operations and management of banks for the banking students. The prototype of a Retail banking simulation based training system was developed based on…
Descriptors: Banking, Client Server Architecture, Retailing, Instructional Design
Nikolic, B.; Radivojevic, Z.; Djordjevic, J.; Milutinovic, V. – IEEE Transactions on Education, 2009
Courses in Computer Architecture and Organization are regularly included in Computer Engineering curricula. These courses are usually organized in such a way that students obtain not only a purely theoretical experience, but also a practical understanding of the topics lectured. This practical work is usually done in a laboratory using simulators…
Descriptors: Instructional Design, Evaluation Criteria, Science Laboratories, Computer Software
Barella, A.; Valero, S.; Carrascosa, C. – IEEE Transactions on Education, 2009
This paper presents a new environment for teaching practical work in AI subjects. The main purpose of this environment is to make AI techniques more appealing to students and to facilitate the use of the toolkits which are currently widely used in research and development. This new environment has a toolkit for developing and executing agents,…
Descriptors: Research and Development, Science Education, Case Studies, Teaching Methods
Gonzalez, Carina S.; Blanco, Francisco – Simulation & Gaming, 2008
Different approaches have demonstrated that learning improves when implemented in a constructivist and social way. In addition, electronic games and simulations are perceived to have high educational value because of their motivational and emotional factors. This potential value can be developed by defining appropriate scenarios in which players…
Descriptors: Constructivism (Learning), Video Games, Educational Games, Integrated Curriculum
Klopfer, Eric; Squire, Kurt – Educational Technology Research and Development, 2008
The form factors of handheld computers make them increasingly popular among K-12 educators. Although some compelling examples of educational software for handhelds exist, we believe that the potential of this platform are just being discovered. This paper reviews innovative applications for mobile computing for both education and entertainment…
Descriptors: Elementary Secondary Education, Computer Uses in Education, Computer Software, Educational Technology
Wood, Robert E.; Beckmann, Jens F.; Birney, Damian P. – Education & Training, 2009
Purpose: The purpose of this paper is to consider how simulations are increasingly used in training programs for the development of skills such as leadership. However, the requirements of leadership development go beyond the development of task specific procedural knowledge or expertise that simulations have typically been used to develop.…
Descriptors: Leadership, Teaching Methods, Computer Simulation, Skill Development
Clarke, Jody; Dede, Chris – Journal of Science Education and Technology, 2009
One-size-fits-all educational innovations do not work because they ignore contextual factors that determine an intervention's efficacy in a particular local situation. This paper presents a framework on how to design educational innovations for scalability through enhancing their adaptability for effective usage in a wide variety of settings. The…
Descriptors: Educational Innovation, Virtual Classrooms, Case Studies, Middle Schools
Behrens, John T.; Mislevy, Robert J.; DiCerbo, Kristen E.; Levy, Roy – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2010
The world in which learning and assessment must take place is rapidly changing. The digital revolution has created a vast space of interconnected information, communication, and interaction. Functioning effectively in this environment requires so-called 21st century skills such as technological fluency, complex problem solving, and the ability to…
Descriptors: Evidence, Student Evaluation, Educational Assessment, Influence of Technology
Neville, David O.; Shelton, Brett E. – Simulation & Gaming, 2010
As 3D digital game-based learning (3D-DGBL) for the teaching of literature and history gradually gains acceptance, important questions will need to be asked regarding its method of design, development, and deployment. This article offers a synthesis of contemporary pedagogical, instructional design, new media, and literary-historical theories to…
Descriptors: Curriculum Development, Social Networks, Humanities Instruction, Literature
Veletsianos, George; Heller, Robert; Overmyer, Scott; Procter, Mike – British Journal of Educational Technology, 2010
This paper examines the effective deployment of conversational agents in virtual worlds from the perspective of researchers/practitioners in cognitive psychology, computing science, learning technologies and engineering. From a cognitive perspective, the major challenge lies in the coordination and management of the various channels of information…
Descriptors: Cues, Engineering, Cognitive Psychology, Internet
Saito, Ron – Educational Technology, 2002
Examines instructional computer simulation from a Heideggerian point of view, claiming that traditional conceptions of simulation do not account for important characteristics of existence, namely anxiety and waiting. Discusses Heidegger's conception of Bestand, or standing reserve, and suggests implications for instruction. (Author/LRW)
Descriptors: Anxiety, Computer Assisted Instruction, Computer Simulation, Instructional Design
Laakso, Mikko-Jussi; Myller, Niko; Korhonen, Ari – Educational Technology & Society, 2009
In this paper, two emerging learning and teaching methods have been studied: collaboration in concert with algorithm visualization. When visualizations have been employed in collaborative learning, collaboration introduces new challenges for the visualization tools. In addition, new theories are needed to guide the development and research of the…
Descriptors: Visualization, Teaching Methods, Classification, Comparative Analysis

Peer reviewed
Direct link
