Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 0 |
Since 2006 (last 20 years) | 4 |
Descriptor
Design Requirements | 5 |
Educational Technology | 5 |
Instructional Effectiveness | 5 |
Programming | 5 |
Computer Assisted Instruction | 4 |
Computer Software | 4 |
Instructional Design | 4 |
Computer System Design | 3 |
Computer Uses in Education | 3 |
Electronic Learning | 3 |
Internet | 3 |
More ▼ |
Author
Boyle, Tom | 1 |
Chen, F. Frank | 1 |
Joy, Mike | 1 |
Kuriger, Glenn W. | 1 |
Laine, Teemu H. | 1 |
Mirehei, S. Moussa | 1 |
Romero, Pablo | 1 |
Sanders, Janet H. | 1 |
Sedano, Carolina Islas | 1 |
Tamma, Saumya | 1 |
Udoka, Silvanus J. | 1 |
More ▼ |
Publication Type
Journal Articles | 4 |
Reports - Research | 2 |
Collected Works - General | 1 |
Reports - Descriptive | 1 |
Reports - Evaluative | 1 |
Speeches/Meeting Papers | 1 |
Education Level
Adult Education | 2 |
Elementary Secondary Education | 2 |
Postsecondary Education | 1 |
Secondary Education | 1 |
Audience
Location
Finland | 1 |
United Kingdom | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Sanders, Janet H.; Udoka, Silvanus J. – Simulation & Gaming, 2010
Fundamental concepts and definitions of electronic learning (eLearning) continue to emerge, and theories of eLearning that have been advanced thus far cover an array of academic perspectives including training and education, learning and knowledge, and technology and applications to specific market segments. Any study of the effectiveness and…
Descriptors: Electronic Learning, Program Effectiveness, Manufacturing, Virtual Classrooms
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
Laine, Teemu H.; Vinni, Mikko; Sedano, Carolina Islas; Joy, Mike – ALT-J: Research in Learning Technology, 2010
This article presents the features, design and architecture of the Myst pervasive game platform that has been applied in creating pervasive mobile learning games in various contexts such as science festivals and museums in Finland. Based on our experiences with the development, we draw a set of design principles for creating successfully a…
Descriptors: Electronic Learning, Educational Games, Young Adults, Museums
Wood, Simon; Romero, Pablo – Educational Technology & Society, 2010
Learner centred design methods highlight the importance of involving the stakeholders of the learning process (learners, teachers, educational researchers) at all stages of the design of educational applications and of refining the design through an iterative prototyping process. These methods have been used successfully when designing systems…
Descriptors: Foreign Countries, Electronic Learning, Interaction, Educational Technology
Boyle, Tom; And Others – 1994
Six conference panel discussions on uses of technology in education are presented. The first panel, "The Use of Hypermedia in the Teaching and Learning of Programming" (Tom Boyle, Chair, and others) discusses achievements in hypermedia-based instruction, design needs, and experiences. The second panel, "Virtual Clayoquot Video…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Mediated Communication, Computer Uses in Education