Publication Date
In 2025 | 1 |
Since 2024 | 3 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 6 |
Since 2006 (last 20 years) | 21 |
Descriptor
Computer Software | 21 |
Instructional Effectiveness | 21 |
Role Playing | 21 |
Computer Simulation | 12 |
Instructional Design | 11 |
Foreign Countries | 10 |
Educational Technology | 9 |
Teaching Methods | 9 |
Electronic Learning | 8 |
Simulated Environment | 8 |
Educational Games | 7 |
More ▼ |
Source
Author
Annetta, Len | 1 |
Aprea, Carmela | 1 |
Ardito, Carmelo | 1 |
Badilescu-Buga, Emil | 1 |
Bauer, Malcolm | 1 |
Bell, Morris D. | 1 |
Bennett, Sue | 1 |
Bower, Matt | 1 |
Buteux, Alyssa | 1 |
Butler, Des | 1 |
Cameron, Leanne | 1 |
More ▼ |
Publication Type
Journal Articles | 19 |
Reports - Research | 8 |
Reports - Descriptive | 6 |
Reports - Evaluative | 6 |
Collected Works - Proceedings | 1 |
Information Analyses | 1 |
Speeches/Meeting Papers | 1 |
Education Level
Postsecondary Education | 9 |
Higher Education | 8 |
Elementary Secondary Education | 6 |
Middle Schools | 4 |
Adult Education | 2 |
Grade 6 | 2 |
Secondary Education | 2 |
Elementary Education | 1 |
Grade 4 | 1 |
Grade 5 | 1 |
Grade 7 | 1 |
More ▼ |
Audience
Location
Australia | 3 |
New York | 3 |
California | 2 |
Italy | 2 |
Taiwan | 2 |
United Kingdom | 2 |
Asia | 1 |
Brazil | 1 |
Colorado | 1 |
Connecticut | 1 |
Cyprus | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Multifactor Leadership… | 1 |
What Works Clearinghouse Rating
Mark F. Thouin; William E. Hefley – Journal of Information Systems Education, 2024
The product owner role is one of three key roles in the Scrum software development process. Industry demand for product owners is growing exponentially, and educators need effective techniques for teaching students the knowledge, skills, and competencies required to be effective product owners. To address this need, this Teaching Tip describes how…
Descriptors: Computer Software, Experiential Learning, Computer Simulation, Graduate Students

Zirong Chen; Elizabeth Chason; Noah Mladenovski; Erin Wilson; Kristin Mullen; Stephen Martini; Meiyi Ma – Grantee Submission, 2025
Emergency response services are vital for enhancing public safety by safeguarding the environment, property, and human lives. As frontline members of these services, 9-1-1 dispatchers have a direct impact on response times and the overall effectiveness of emergency operations. However, traditional dispatcher training methods, which rely on…
Descriptors: Computational Linguistics, Cues, Emergency Programs, Safety
Ruofei Zhang; Di Zou; Gary Cheng – Interactive Learning Environments, 2024
The chatbot has been increasingly applied and investigated in education, along with many review studies from different aspects. However, few reviews have been conducted on chatbot-assisted learning from the pedagogical and implementational aspects, which may provide implications for future application and investigation of educational chatbots. To…
Descriptors: Artificial Intelligence, Synchronous Communication, Computer Software, Teaching Methods
Cattaneo, Alberto A. P.; van der Meij, Hans; Aprea, Carmela; Sauli, Florinda; Zahn, Carmen – Interactive Learning Environments, 2019
In this article, we provide a conceptual model for the design of instructional scenarios integrating hypervideo as an instructional tool. The model provides a structural aid for making design decisions about using hypervideo in instruction. We start by introducing the theoretical rationale for hypervideo as a tool, exploiting three different…
Descriptors: Instructional Design, Vignettes, Hypermedia, Interactive Video
Prima, Eka C.; Putri, Chika L.; Sudargo, Fransisca – Journal of Science Learning, 2017
Solar system is an abstract phenomenon that needs to understand by junior high school students. The phenomenon cannot be observed directly in the classroom. In this research, the role-play model is first proposed to provide analogical phenomenon combined by Stellarium as an astrophysical virtual laboratory to give better visualization of Solar…
Descriptors: Foreign Countries, Junior High School Students, Role Playing, Astronomy
Dalziel, James; Conole, Grainne; Wills, Sandra; Walker, Simon; Bennett, Sue; Dobozy, Eva; Cameron, Leanne; Badilescu-Buga, Emil; Bower, Matt – Journal of Interactive Media in Education, 2016
The Larnaca Declaration on Learning Design arose from a 2012 meeting of experts in Larnaca, Cyprus who sought to provide a new theoretical foundation for the field of Learning Design, based on a synthesis of research and practice in the field to date. It begins by acknowledging the vast benefits that would arise from wider sharing of effective…
Descriptors: Foreign Countries, Instructional Design, Instructional Effectiveness, Educational Practices
Smith, Matthew J.; Ginger, Emily J.; Wright, Katherine; Wright, Michael A.; Taylor, Julie Lounds; Humm, Laura Boteler; Olsen, Dale E.; Bell, Morris D.; Fleming, Michael F. – Journal of Autism and Developmental Disorders, 2014
The feasibility and efficacy of virtual reality job interview training (VR-JIT) was assessed in a single-blinded randomized controlled trial. Adults with autism spectrum disorder were randomized to VR-JIT (n = 16) or treatment-as-usual (TAU) (n = 10) groups. VR-JIT consisted of simulated job interviews with a virtual character and didactic…
Descriptors: Employment Interviews, Computer Simulation, Adults, Autism
Russell, Carol; Shepherd, John – British Journal of Educational Technology, 2010
As online environments and tools have evolved over the last 15-20 years, their use for role-based learning has expanded. This analysis draws on work for an Australian project that has been sharing and developing knowledge about the use of online role-plays in higher education. We describe the learning needs that online role-play can meet, and give…
Descriptors: Foreign Countries, Learning Activities, Program Descriptions, Electronic Learning
Chen, Hsiang-Ping; Lien, Chi-Jui; Annetta, Len; Lu, Yu-Ling – Educational Technology & Society, 2010
This study develops an educational computer game, FORmosaHope (FH), to explore the influences that an educational computer game might have on children's cultural identities. FH is a role-playing game, in which children can actively explore a mini-world to learn about science, technology, and society. One hundred and thirty sixth-graders, about…
Descriptors: Experimental Groups, Control Groups, Quasiexperimental Design, Educational Games
Ardito, Carmelo; Lanzilotti, Rosa – International Journal of Distance Education Technologies, 2011
Distance education has experienced profound changes due to the introduction of new technologies, especially mobile devices of different types. It is necessary to define new learning techniques which are able to capture students' attention and to engage them in their learning activities, reducing problems like distraction generated by the use of…
Descriptors: Foreign Countries, Expertise, Educational Games, Distance Education
Lisk, Timothy C.; Kaplancali, Ugur T.; Riggio, Ronald E. – Simulation & Gaming, 2012
With their increased popularity, games open up possibilities for simultaneous learning on multiple levels; players may learn from contextual information embedded in the narrative of the game and through the risks, benefits, costs, outcomes, and rewards of the alternative strategies that result from fast-paced decision making. Such dynamics also…
Descriptors: Global Approach, Transformational Leadership, Computer Games, Leadership Training
Yuen, Timothy; Liu, Min – Journal of Interactive Learning Research, 2011
This paper presents a cognitive model of how interactive multimedia authoring (IMA) affect novices' cognition in object-oriented programming. This model was generated through an empirical study of first year computer science students at the university level being engaged in interactive multimedia authoring of a role-playing game. Clinical…
Descriptors: Feedback (Response), Programming, Cognitive Processes, Task Analysis
Inman, Chris; Wright, Vivian H.; Hartman, Julia A. – Journal of Interactive Online Learning, 2010
This study reviewed empirical research conducted in Second Life by educators since Second Life's launch in 2003. The study's purpose was to identify how Second Life is being used in both K-12 and higher education. The methodology, findings, and recommendations of 27 research studies were analyzed. Researchers identified potential problems when…
Descriptors: Higher Education, Elementary Secondary Education, Distance Education, Educational Technology
Butler, Des – Australasian Journal of Educational Technology, 2012
A traditional approach centred on weekly lectures, perhaps supported by tutorials, still predominates in modern legal education in Australia. This approach tends to focus on the transmission of knowledge about legal rules and doctrine to students, who adopt a largely passive role. Criticisms of the traditional approach have led to law schools…
Descriptors: Foreign Countries, Multimedia Materials, Legal Education (Professions), Law Schools
Repenning, Alexander; Ioannidou, Andri; Luhn, Lisa; Daetwyler, Christof; Repenning, Nadia – Journal of Interactive Learning Research, 2010
Growing science apathy at the K-12 education level represents an alarming development with potentially devastating consequences at individual, societal and economic levels. Technology has been incorporated in science education without fundamentally improving test scores or student attitudes. We claim the core of the problem is how technology is…
Descriptors: Socialization, Student Attitudes, High School Students, Physiology
Previous Page | Next Page »
Pages: 1 | 2